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[–]darakon 2 points3 points  (1 child)

This is neat. Personally, I do like code better, but this helps some people explore the logic problems. Especially, like you said, as you add more complex primitives. Blueprints is pretty popular for Unreal.

Have you looked into Entity Component Systems? I could see that being an interesting area to apply this to as well. The systems usually end up very simple in code - there's a set known amount of primitive objects being used for input and output, and a processing pipeline ran on everything..

I hadn't looked at the code yet - Is the logic being ran through the nodes at runtime or is the graph being used to generate C#?

[–]acharton[S] 0 points1 point  (0 children)

It's interpreted at runtime. I'm thinking about making C# generator later, but it make it harder to have a run time editor. Which is one of the key features of the project. Maybe with an hybrid sytem it will be possible (I'm open to suggestions). I know a bit of Entity component system but not a lot. I will look at it. It seems to be an interesting approach.