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Where would I use Windows Workflow (WF) in a game?

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From a gaming point of view when would I use WF, curiosity had me look at WF and I just cant seem to work out where I would benefit from using it, it reminded me a lot like visio except the flow process was actually implemented. While this seems great and I could see a lot of places I could use this, in terms of gaming when would it be better to use WF over say hand coding a process / flow?

By the way it is described / advertised, AI often pops to mind but is it a bad thing in terms of performance to do logic in WF over hand code.

Since WF is something new, I may be completely wrong on what it is XD

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i think the main concept of WF is to use it like plugins: the less - coding focused people can work with the workflows, coders work with the backend.

so it's kinda to look at a bit like a scripting language. and fits where ever a scripting language fits.

but the main thing is, of course: it fits where.. it fits. you can use it for what ever you think it fits. just don't use it just to have it used.

i don't think it's actually used much in gamedev, at all..

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You might, maybe use it for background work like getting art assets approved and moved out to servers. Maybe for customer service reports. *Maybe*, if you were feeling particularly masochistic that day.

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I've played around with WF a little and it seems a bit too ...inflexible. If you want to make a change, there's a few hoops you have to jump to get to work.

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