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I used Unreal's Shader Blueprints as a positive example, but the more procedural Blueprints used in gameplay boggle my mind. I find them harder to read and muc
by reificator 9y ago
I used Unreal's Shader Blueprints as a positive example, but the more procedural Blueprints used in gameplay boggle my mind. I find them harder to read and much harder to write, and that's when they're well formatted.
Another point that I forgot to bring up is that graphical tools don't always let you setup functions, and when they do the added indirection usually makes them even more confusing. It makes it difficult to break out repeated logic and confusing to follow the code after you do break it out.