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Very interesting way of trying to bridge the gap from "blocks" to code. Part of my introduction to coding was using the Starcraft and Warcraft 3 map editors. At
by nkrisc 7y ago
Very interesting way of trying to bridge the gap from "blocks" to code. Part of my introduction to coding was using the Starcraft and Warcraft 3 map editors. At a base level, much of the scripting in the editor is very much block-like: choose an event, add actions, and apply conditions. It wasn't block-based programming but it was point and click nonetheless. However there were essentially "blank blocks", actions which were just an input for arbitrary scripts. If I'm remembering correctly, I think WC3 editor might have used Lua (not 100% sure), but I learned a lot by going beyond what was possible with just tools the editor gave you by using these seemingly limitless windows into the world of programming that it offered.
Though as I recall a lot of the really advanced and customized Starcraft maps actually used, I believe, some kind of overflow bug to add all kinds of arbitrary data that you couldn't normally. Off topic now, but interesting fact nonetheless, when Blizzard remastered Starcraft they essentially re-implemented the bug so old maps would still work.