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Unity Visual Programming

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I posted on "Node Based Programming" a while ago, and I am still very interested in it.

 

http://www.gamedev.net/topic/650883-examples-of-node-based-programming/

 

There are a few links to examples there. 

 

Try out GamePress if you have an iPad. It is the best use of node programming. I wish it had desktop version. 

Edited by Tutorial Doctor

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A lot of high end engines are moving to node based approaches. The new Ubisoft Snowdrop (is that the right name???) does judging by the videos they've released, UE4, and most of the proprietary AAA engines use such an approach these days.

 

The most time consuming aspect of making a AAA game is content creation. You need to empower content creators (artists, designers, etc.) to build simple behaviours. You need to spend your SE time on difficult technical problems to set your game apart, not on grunt work scripting simple behaviours like windmills spinning and AI behaviours.

 

What are your goals with this? If you want to make money, you will probably need to find a niche. Maybe UE4 is more comprehensive and powerful, but if you can find a niche, like "much easier to use" for simple games or apps you could steal a segment of the market.

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Would you ever see yourself using such a system?  Are you planning to make a product or to provide an open source library?  I would say that if you are learning while you are building the system, then keep on going!

 

I actually do, even though I don't have a problem with programming, i think this would be much easier.

To be honest i don't think it will be open source, however i will be releasing a free edition for sure.

I have learnt more than i thought i would have, so i guess i keep going.

 

Thanks for your input.

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The problem with them for general purpose programing is that they become unwieldy very quickly.

 

I understand the graph spaghetti madness problem, but i have a couple of ideas that would reduce that as much as possible.

 

Thanks for your input.

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I posted on "Node Based Programming" a while ago, and I am still very interested in it.

 

Well im happy to see somebody's interested in it, shall let you know when the first beta is out :)

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A lot of high end engines are moving to node based approaches. The new Ubisoft Snowdrop (is that the right name???) does judging by the videos they've released, UE4, and most of the proprietary AAA engines use such an approach these days.

 

The most time consuming aspect of making a AAA game is content creation. You need to empower content creators (artists, designers, etc.) to build simple behaviours. You need to spend your SE time on difficult technical problems to set your game apart, not on grunt work scripting simple behaviours like windmills spinning and AI behaviours.

 

What are your goals with this? If you want to make money, you will probably need to find a niche. Maybe UE4 is more comprehensive and powerful, but if you can find a niche, like "much easier to use" for simple games or apps you could steal a segment of the market.

 

That's what i thought, however these are game engines, mine is used for creating applications, but i could use the framework to make a game engine too.

 

The whole point of this program is to give non-programmers a chance to be able to create applications without coding. I can see that there are some engines out there use the same concept, but is there really an actual piece of software for creating applications and not games?

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You may want to take a look at Lightswitch - a system MS has made for creating line-of-business applications built around data storage and manipulation. It's not really node-based, but it's an interesting way to create applications with a certain range of common business-oriented tasks.

If nothing else it may give you implementation ideas smile.png

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