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>UE4 Blueprints are phenomenal for visual development. But does it scale to teams of hundreds of designers? This comment seems to come out of nowhere. Cyberpun
by klmadfejno 6y ago
>UE4 Blueprints are phenomenal for visual development. But does it scale to teams of hundreds of designers?
This comment seems to come out of nowhere. Cyberpunk isn't written in UE4 to the best of my knowledge. But rant time! I love ue4 blueprints. I think they're the bees knees because documentation of things is so hard, but blueprints make that so easy! The ability to grab a bunch of nodes and collapse them into one node means you can comfortably make your top level view of things just a series of collapsed nodes with long form descriptions in full sentences. So your high level stuff is basically pseudocode.
Most people don't do this of course. But then most people don't write good code, and lots of people writing blueprints one sees in the wild don't even know how to code to begin with.
Blueprints are, imo, what people really want when they think they want jupyter notebooks for data science.
- boogies 6y ago> Cyberpunk isn't written in UE4 to the best of my knowledge. It’s in (their in-house) REDengine 4 according to Wikipedia (citing https://archive.today/20180405084214/https://www.gamezone.com/news/new-cyberpunk-2077-details-suggest-mid-2019-release-3452027/ https://archive.today/20180405084214/https://www.gamezone.co...). But perhaps that has Blueprint-inspired visual development tools?
- asiachick 6y agonode based game dev has been around decades before Blueprints. Monkey Hero (1999) used node based game dev and I'm sure they weren't the first.
- ArtWomb 6y ago>>> comment seems to come out of nowhere Most definitely represents my scatterbrain state of mind as of late ;) As boogies states, this is the crux of what I was trying to get at re: tooling. Considering Cyberpunk 2077 as a massive non-linear narrative. What does the graph tying it all together look like? With hundreds of designers adding their contribution. How do you reason about the whole? Even basic algorithms such as "can I reach this node from every other node"?
- markjgx 6y agoTalking about Unreal Blueprints, did you know creating a new blueprint node is as simple as writing a C++ function and adding a reflection macro on top of it, that's it. It's freaking awesome.
- klmadfejno 6y agoI haven't tried that but it did seem straightforward. Personally I think it would be much more useful if you could go the other way around. Define a node sort of like an anonymous function/first class citizen kind of thing, and pop open a little code editor that lets you write the implementation with all of the boiler plate pre-generated. The only time blueprints fail me are 1) Really nitty gritty networking stuff 2) More classic CS algorithmic stuff, with strings, arrays, sorting, etc. The latter feels very solveable. Maybe in ue5...
- MikeLumos 6y agoSpeaking of blueprints for data science: https://www.luna-lang.org/ https://www.luna-lang.org/
- klmadfejno 6y agoHmm... Not to sound pessimistic but there's something I hate about this. It looks like a futuristic sci fi ui you'd see in movies. It looks... complicated even though it expresses something simple. This feels wild, in a good way, but I wish there were python or julia: >Luna will let you paste any Haskell, C and JavaScript code into a component, handling the Interoperability for you.