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  3. Visual scripting engine/system- good or bad?

Visual scripting engine/system- good or bad?

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  • D Duncan Edwards Jones

    Precisely so - the scripting / code block part is a work around for scenarios where the visual designer does not match to the problem space.

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    PIEBALDconsult
    wrote on last edited by
    #10

    Yeah, that's always the way. Same as in SSIS (and probably all ETL systems). And also in a rule-based system I had to use a few years ago. All these graphical drag-and-drop purveyors are quick to say "never write another line of code". But then when you do have to write some code it's ten times more difficult.

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    • L Lost User

      The concept has been tried multiple times, and most of us are still using a text-editor. That's because a text-editor is the superiour way to quickly edit a text, which still communicates more information in a few lines than most visualizations communicate in pages. It is a step in the wrong direction :)

      Bastard Programmer from Hell :suss: If you can't read my code, try converting it here[^]

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      PIEBALDconsult
      wrote on last edited by
      #11

      Hear! Hear! When writing must be done it can't be done graphically. Graphical systems impose too many limitations.

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      • L Lost User

        The concept has been tried multiple times, and most of us are still using a text-editor. That's because a text-editor is the superiour way to quickly edit a text, which still communicates more information in a few lines than most visualizations communicate in pages. It is a step in the wrong direction :)

        Bastard Programmer from Hell :suss: If you can't read my code, try converting it here[^]

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        Alaa Ben Fatma
        wrote on last edited by
        #12

        Sometimes, the amount of work you need to dedicate to create something can be reduced by more than 90% if you use a visual scripting environment the right way. For example, when it comes to writing shaders, this fabulous materials editor that has been released by Epic Games, Rendering and Graphics, shows how useful visual scripting can be. Writing shaders using C++ (or any other language) may prove extremely troublesome compared to exploiting a visual scripting system.

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        • A Alaa Ben Fatma

          Sometimes, the amount of work you need to dedicate to create something can be reduced by more than 90% if you use a visual scripting environment the right way. For example, when it comes to writing shaders, this fabulous materials editor that has been released by Epic Games, Rendering and Graphics, shows how useful visual scripting can be. Writing shaders using C++ (or any other language) may prove extremely troublesome compared to exploiting a visual scripting system.

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          Lost User
          wrote on last edited by
          #13

          I'll bet you a banana that we'll still prefer text over visuals in 20 years :)

          Bastard Programmer from Hell :suss: If you can't read my code, try converting it here[^]

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          • P PIEBALDconsult

            Hear! Hear! When writing must be done it can't be done graphically. Graphical systems impose too many limitations.

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            Lost User
            wrote on last edited by
            #14

            Do Ctrl-X, Ctrl-End, Ctrl-V, Ctrl-A, Ctrl-SHIFT-U, Ctrl-KC. Quick edit in text, now show me your productivity-increase with a visual editor and perform the same tasks :suss:

            Bastard Programmer from Hell :suss: If you can't read my code, try converting it here[^]

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            • L Lost User

              Do Ctrl-X, Ctrl-End, Ctrl-V, Ctrl-A, Ctrl-SHIFT-U, Ctrl-KC. Quick edit in text, now show me your productivity-increase with a visual editor and perform the same tasks :suss:

              Bastard Programmer from Hell :suss: If you can't read my code, try converting it here[^]

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              PIEBALDconsult
              wrote on last edited by
              #15

              Was that intended for me?

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              • A Alaa Ben Fatma

                Sometimes, the amount of work you need to dedicate to create something can be reduced by more than 90% if you use a visual scripting environment the right way. For example, when it comes to writing shaders, this fabulous materials editor that has been released by Epic Games, Rendering and Graphics, shows how useful visual scripting can be. Writing shaders using C++ (or any other language) may prove extremely troublesome compared to exploiting a visual scripting system.

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                PIEBALDconsult
                wrote on last edited by
                #16

                I have found that such tools address only the simplest tasks anyway -- the developers went after only the "low hanging fruit", when you don't need a tool to do those things to begin with! We need tools that help with the difficult tasks. Instead they take the easy things and make them simple -- "hey, we saved 90%" -- while not helping with the difficult tasks and actually making the difficult even more difficult to do in that framework/tool. And this still smells spammy to me.

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                • L Lost User

                  I'll bet you a banana that we'll still prefer text over visuals in 20 years :)

                  Bastard Programmer from Hell :suss: If you can't read my code, try converting it here[^]

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                  PIEBALDconsult
                  wrote on last edited by
                  #17

                  Particularly as I could be blind by then. :sigh:

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                  • A Alaa Ben Fatma

                    Quote:

                    This system is extremely flexible and powerful as it provides the ability for designers to use virtually the full range of concepts and tools generally only available to programmers.

                    Introduction to Blueprints | Unreal Engine[^] Personally, I believe that visual scripting is truly beneficial and worths a try. In the example I mentioned I above, I referred to the blueprints system of unreal engine which gives game developers the ability to work on their projects without the need to write a single line of code. So what do you think, folks?

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                    Jorgen Andersson
                    wrote on last edited by
                    #18

                    It makes me think of people that builds homepages in Word. The code created is utterly horrible.

                    Wrong is evil and must be defeated. - Jeff Ello

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                    • P PIEBALDconsult

                      I think this smells of spam is what I think.

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                      Rage
                      wrote on last edited by
                      #19

                      :confused: I do not think so. If you are even nowhere near game development, you must have heard from the unreal engine. (Otherwise check my sig link :-D Now that was real spam :rolleyes: )

                      Do not escape reality : improve reality !

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                      • A Alaa Ben Fatma

                        Quote:

                        This system is extremely flexible and powerful as it provides the ability for designers to use virtually the full range of concepts and tools generally only available to programmers.

                        Introduction to Blueprints | Unreal Engine[^] Personally, I believe that visual scripting is truly beneficial and worths a try. In the example I mentioned I above, I referred to the blueprints system of unreal engine which gives game developers the ability to work on their projects without the need to write a single line of code. So what do you think, folks?

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                        GuyThiebaut
                        wrote on last edited by
                        #20

                        In a lot of ways using a visual scripting editor is not too far removed from high level scripting and programming languages. It's really just another abstraction and most of the decent ones will behave in the following manner: (1) I start with the visual designer. (2) I then manually refactor or extend the code created by the designer. (3) I use visual designer again to add a high level function/module. (4) I go back to manually extending the code created by the visual designer at (3). If at point (4) I discover that the tool has refactored all my changes from (2) then it's a fail with regards to the visual designer as far as I am concerned. A decent visual designer will not refactor my code at (3).

                        “That which can be asserted without evidence, can be dismissed without evidence.”

                        ― Christopher Hitchens

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                        • P PIEBALDconsult

                          I have found that such tools address only the simplest tasks anyway -- the developers went after only the "low hanging fruit", when you don't need a tool to do those things to begin with! We need tools that help with the difficult tasks. Instead they take the easy things and make them simple -- "hey, we saved 90%" -- while not helping with the difficult tasks and actually making the difficult even more difficult to do in that framework/tool. And this still smells spammy to me.

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                          jsc42
                          wrote on last edited by
                          #21

                          PIEBALDconsult wrote:

                          "hey, we saved 90%"

                          Hence the old planning adage "The first 90% takes 90% of the time, and the last 10% takes the other 90% of the time"

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                          • P PIEBALDconsult

                            Was that intended for me?

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                            Lost User
                            wrote on last edited by
                            #22

                            No, but I don't see anyone else either; it is one of those limitations that really bugged me when on a graphical system.

                            Bastard Programmer from Hell :suss: If you can't read my code, try converting it here[^]

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                            • R Rage

                              :confused: I do not think so. If you are even nowhere near game development, you must have heard from the unreal engine. (Otherwise check my sig link :-D Now that was real spam :rolleyes: )

                              Do not escape reality : improve reality !

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                              den2k88
                              wrote on last edited by
                              #23

                              Rage wrote:

                              If you are even nowhere near game development playing

                              It's enough! Apart from Unreal most games are based on its engine (and knowing the engine a game is based on gives a lot of insight on the mechanics and if it's worthy to be bought or not).

                              GCS d-- s-/++ a- C++++ U+++ P- L+@ E-- W++ N+ o+ K- w+++ O? M-- V? PS+ PE- Y+ PGP t+ 5? X R+++ tv-- b+(+++) DI+++ D++ G e++ h--- ++>+++ y+++*      Weapons extension: ma- k++ F+2 X

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                              • A Alaa Ben Fatma

                                Quote:

                                This system is extremely flexible and powerful as it provides the ability for designers to use virtually the full range of concepts and tools generally only available to programmers.

                                Introduction to Blueprints | Unreal Engine[^] Personally, I believe that visual scripting is truly beneficial and worths a try. In the example I mentioned I above, I referred to the blueprints system of unreal engine which gives game developers the ability to work on their projects without the need to write a single line of code. So what do you think, folks?

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                                den2k88
                                wrote on last edited by
                                #24

                                Like Windows Workflow Foundation (WF) [^]. At first I was contrary because there is ALWAYS the need or reason to do things flexibly... experience taught me that it's still fundamental in about 30 to 40% of the cases and that having an easy, graphical, standard even if not flexible tool to quickly prototype functionalities and sequences can improve the productivity a lot. Think of the AI patterns of videogames, or massive online games with transactions and interactions between weapons, AI, effects, powers, passive abilities, resources and currencies all spread between millions of clients and a plethora of servers located across the world. A single bugfix, done only textually, could take weeks - if given a scalable way to prototype most actions with a 1:1 relationship between prototype and code it could take HOURS. I believe Digital Extremes uses an approach like this, as they are able to churn out an update a week and 3-4 hotfixes in hours - and most of their talk is about mechanics of the game.

                                GCS d-- s-/++ a- C++++ U+++ P- L+@ E-- W++ N+ o+ K- w+++ O? M-- V? PS+ PE- Y+ PGP t+ 5? X R+++ tv-- b+(+++) DI+++ D++ G e++ h--- ++>+++ y+++*      Weapons extension: ma- k++ F+2 X

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                                • P PIEBALDconsult

                                  I have found that such tools address only the simplest tasks anyway -- the developers went after only the "low hanging fruit", when you don't need a tool to do those things to begin with! We need tools that help with the difficult tasks. Instead they take the easy things and make them simple -- "hey, we saved 90%" -- while not helping with the difficult tasks and actually making the difficult even more difficult to do in that framework/tool. And this still smells spammy to me.

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                                  Alaa Ben Fatma
                                  wrote on last edited by
                                  #25

                                  Quote:

                                  I have found that such tools address only the simplest tasks anyway

                                  Basically, that's only correct in some specific cases. However, when talking about products such as the blueprints system of unreal engine, things become totally different. In this VIDEO, you can see how one person made an advanced video game that is now seen as the most awaited RPG game in 2018- not mention that it is, seriously, free of any single line of code. It is pure blueprints.

                                  Quote:

                                  We need tools that help with the difficult tasks. Instead they take the easy things and make them simple -- "hey, we saved 90%" -- while not helping with the difficult tasks and actually making the difficult even more difficult to do in that framework/tool.

                                  You are perfectly correct. We need sophisticated tools that help us with the difficult tasks. That's why tools such as visual scripting environments do exist. The project that I mentioned above, which is 100% blueprints( no single line of codes) has been adopted by a game development studio, and they continued working on the project using blueprints only. Here is the game after the adoption (still, no line of code): Lost Soul Aside PSX2017 Demo Full Gameplay - YouTube[^]

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                                  • A Alaa Ben Fatma

                                    Quote:

                                    I have found that such tools address only the simplest tasks anyway

                                    Basically, that's only correct in some specific cases. However, when talking about products such as the blueprints system of unreal engine, things become totally different. In this VIDEO, you can see how one person made an advanced video game that is now seen as the most awaited RPG game in 2018- not mention that it is, seriously, free of any single line of code. It is pure blueprints.

                                    Quote:

                                    We need tools that help with the difficult tasks. Instead they take the easy things and make them simple -- "hey, we saved 90%" -- while not helping with the difficult tasks and actually making the difficult even more difficult to do in that framework/tool.

                                    You are perfectly correct. We need sophisticated tools that help us with the difficult tasks. That's why tools such as visual scripting environments do exist. The project that I mentioned above, which is 100% blueprints( no single line of codes) has been adopted by a game development studio, and they continued working on the project using blueprints only. Here is the game after the adoption (still, no line of code): Lost Soul Aside PSX2017 Demo Full Gameplay - YouTube[^]

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                                    PIEBALDconsult
                                    wrote on last edited by
                                    #26

                                    See? Spammy.

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