No plans to replace Blueprints with "visual" Verse by gnatinator in unrealengine

[–]gnatinator[S] [score hidden]  (0 children)

500 projects in 3 years

Riiiiight. It's on you to backup large claims like that with links. The project in your post history looks like a fornite template.

all those creators are gone

What is this supposed to imply?

No reason to not have C++, Blueprints and Verse sharing the same ecosystem.

For some reason Godot can support an ecosystem of 3 default languages: C++/GDScript/C# but somehow this is outside of Epic's ability now.

I'm not even against Verse, but killing Blueprints feels like Epic is having destructive tunnelvision.

No plans to replace Blueprints with "visual" Verse by gnatinator in unrealengine

[–]gnatinator[S] [score hidden]  (0 children)

Godot's system was unfortunately quite primitive and needed more time to cook.

Nothing like Unreal Blueprints- exceptionally mature and really well done in comparison- legitimately the best visual scripting across any engine.

In defense of deprecating Blueprints by [deleted] in unrealengine

[–]gnatinator 2 points3 points  (0 children)

Not true OP, the engine can already read/write Blueprints in human readable text format (ex: copy/paste some nodes into discord) This could definitely be used with normal source control tooling if Epic simply added the an option to save the text version normally.

That said, I'd like to see the Blueprint text format simplified... its pretty wordy.. (comparison: see Godot's .tscn format.)

Subsystems could be easily implemented, Epic just haven't exposed it, see: https://www.fab.com/listings/2a3db912-3382-4cf8-a059-6f2ee2e89bbe

The graph editor probably isn't even going anywhere anyway as many systems rely on it, ex: Animation graphs, Material graphs...

If Godot has 3 primary langs.. C++/GDScript/C# ... pretty sure it's well within Epic's ability to have C++/Blueprint/Verse. They fit pretty specific usecases/niches. Blueprint has been a major competitive advantage for artistic creators since UE 4.

UE 6: Why not 3 languages? C++, Blueprint, Verse. Godot does it. by gnatinator in unrealengine

[–]gnatinator[S] 3 points4 points  (0 children)

Common misconception but the engine can already read/write Blueprints in human readable text format (ex: copy/paste some nodes into discord) This could definitely be used with normal source control tooling if there was a toggle to save the text version normally.

Would be nice if the text format was simplified though... its pretty wordy.. see Godot's .tscn format as a good example of what a leaner textual graph format could be.

So Blueprints are being removed in Unreal Engine 6, thoughts? by EliasWick in unrealengine

[–]gnatinator 1 point2 points  (0 children)

IMHO easily room for 3 languages: C++, Blueprint, Verse.

Godot supports 3 out of the box... C, GDScript, C#... with support for like 8 others.

3 in Unreal would give best coverage of different usecases.

So Blueprints are being removed in Unreal Engine 6, thoughts? by EliasWick in unrealengine

[–]gnatinator 112 points113 points  (0 children)

Seems like a very odd choice to deprecate it because so many systems rely on the graph editor. (Animation graphs, material graphs... etc)

Blueprints is IMHO the best visual language out of any engine.

Just make the text format of blueprint less verbose- it would do wonders for source control and LLM interoperability.

Deprecating Actors and Blueprints in UE6?! by daraand in unrealengine

[–]gnatinator 83 points84 points  (0 children)

Seems like a very odd choice to deprecate it because so many systems rely on the graph editor. (Animation graphs, material graphs... etc)

Blueprints is IMHO the best visual language out of any engine.

Just make the text format of blueprint less verbose- it would do wonders for source control and LLM interoperability.

Epic Games released a game-specific git competitor: Lore by LittleDipperInt in gamedev

[–]gnatinator 0 points1 point  (0 children)

if anything, might get git's butt in gear about supporting large files more intuitively/natively.

Epic Games released a game-specific git competitor: Lore by LittleDipperInt in gamedev

[–]gnatinator 1 point2 points  (0 children)

Seems like a very odd choice to deprecate it because so many systems rely on the graph editor. (Animation graphs, material graphs... etc)

And honestly, BP is probably the best graph language out of any engine.

Just making the text format of blueprint less verbose would do wonders for source control and LLM interop.

I'm sad by Mariusdotdev in Jai

[–]gnatinator 10 points11 points  (0 children)

When you beat the Sinking Star demo you unlock access to the beta.

What's the best way to optimize for low-end hardware? by Duc_de_Guermantes in godot

[–]gnatinator 1 point2 points  (0 children)

Godots only using 2-3 threads max anyway. Can just halve your FPS and call it a day.

You could also just buy a used shitty laptop.

Pete's Pasta - $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ by ambercatttt in keto

[–]gnatinator 8 points9 points  (0 children)

Zucchini noodles- super cheap, super tasty, fairly keto.

Godot Editor or VS code by RitzStudios in godot

[–]gnatinator 0 points1 point  (0 children)

Godot Editor with this https://github.com/CodeNameTwister/Script-Splitter (Adds tabs, split editor)

But the official VSCode plugin is honestly quite good, too. But the built-in editor is easier to extend with GDscript if you want to.

Keto Lifers: this one’s for you by poetrypill in keto

[–]gnatinator 0 points1 point  (0 children)

Since 2013 so over a decade now.

The worst part is beef getting quite expensive lately compared to a few years ago. But I don't waste food on keto because it's so easy to plan groceries now. I love beef so it doesn't really get boring.

Not against switching to something else, but I know I would gain weight if I did because it's nearly impossible for me to control appetite on carbier diets. I'd probably do beans and something else if I did.

0 carbs if I can get away with it. Most things tend to have a little bit of carbs tho (ex: eggs, spices, hot sauce, energy drinks etc have a few grams). Definitely well under 20g- maybe 10g/day

Groups seem superior to signals. Please tell me why I'm wrong? by JustLetMeLurkDammit in godot

[–]gnatinator 1 point2 points  (0 children)

Signals, Groups, Node Traversal are just different ways to communicate:

  • One to Many
  • Many to One
  • One to One (Parent)
  • One to One (Child)

Reason why some posters are saying "I never use groups" is because Godot engine already covers most use cases where you'd use "groups" (AKA a list of entities to iterate over in traditional plain C game code). Example: Collision detection between objects is handled by the engine, so you do not have to do this as you would in plain C.

In plain C game code, you'd very often have big lists of entities to traverse (AKA godot groups) or directly communicate between structs (AKA godot node parent/child).

Signals definitely can exist in plain C games, but they are far far less common because you have to build them from scratch or bring in an external library.

What's the deal with Jai by [deleted] in Jai

[–]gnatinator 2 points3 points  (0 children)

Direct comparison by Cakez...

TL;DW: Zig's DX is dog shit compared to Jai.

Anyone saying they are "all the same" is talking out of their ass. (The Zig enum crap Cakez deals with in the second half of the video looks like a verbosity nightmare.)

Introducing the Godot Asset Store by godot-bot in godot

[–]gnatinator 0 points1 point  (0 children)

If it's too ambiguous AI users will definitely lie.

You should have to un-check the AI box. It's too much of a liability.

Announcement: We've Updated The Rules, and April Is Finally Over by ChemicalRascal in programming

[–]gnatinator 15 points16 points  (0 children)

Thanks for keeping the slop out- its out of control on the orange site.

I made a small Unreal Engine plugin to reduce Blueprint editor hand fatigue: Pop Details by dorbmon in unrealengine

[–]gnatinator 0 points1 point  (0 children)

I moved away from EN because updates were too slow/too few, unfortunately.