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Visual scripting are a really powerful tool. I have never used Godot, but in UE4 you have 3 different styles of visual scripting, and each is a powerful tool in its own style

there are blueprints, that are really easy to use, and are really powerful. just decorate any function in c++ with UFUNCTION() and bam! you have a blueprint callable function. besides, there are things that just work better in blueprint, like latent actions (in c++ you would have to code timers and stuff, in BP is just action1()->delay(0.5)->action2() ) and curve driven stuff is easier in blueprints

there are animation blueprints: in these you get 'animation data' and you have nodes that help you mix different sources of animation, transform, blend, or simulate rigidbody on certain bones, is like a functional programming where you have this `animationstate` type that you operate with in every node. It also has a graphic state machine where you can describe the animation output in each state, and the rules of transition (for example, transition from idle to run if velocity>5.

also you have materials, is also like another functional programmming, where you grab inputs and put it in material outputs, again like functional programming, you sample textures, pan the samples, mix with colors and do a lot of stuff.

These uses (mostly animation and shaders) are mostly for people without technical inclinations, I would recommend you to try UE4 or godot and see how well visual scripting fits the project.



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