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I haven't kept up on Eve development as closely as I would have liked, but I do try to read each blog post which are usually very interesting. After tinkering w
by viperscape 11y ago
I haven't kept up on Eve development as closely as I would have liked, but I do try to read each blog post which are usually very interesting. After tinkering with something like unreal's blue print visual graph programming, I am inclined to build something similar for Rust lang and game development. Have you considered this approach, I know visual programming hasn't been very successful on a general level but I think it excels at domain specific tasks. Last I checked Eve didn't implement graph nodes and connection widgets, did it ever? Have you considered it? Watching unreal editor run the blue print live and seeing nodes fire off really made me rethink debugging, like the next proper way instead of basic print statements. It also is impressive to see quick results to complex behaviors through wiring up nodes.
- viperscape 11y agooh I see you have moved to a graph representation, terrific!
- cmontella 11y agoWe used a graph editor for our last release in August, but since then we have taken a different direction.
- jononor 11y agoI don't think the graph part is the key thing: The ability to run a live program, question and explore it interactively is. Eve seems to be extremely strong in these aspects, especially the 'provenance' (knowing where data comes from) is beyond what existing systems provide. I say this as a developer of several graph/dataflow/visual programming tools (Flowhub/MicroFlo/Noflo and related).