4 ms·
It's a pretty standard practice for shader editors(which are surprise, heavily math based!) and some game scripting engines. The systems that I've seen handle
by vvanders 6y ago
It's a pretty standard practice for shader editors(which are surprise, heavily math based!) and some game scripting engines.
The systems that I've seen handle large-scale titles usually had a mechanism to define a "function"/"inner-block" with inputs/outputs and visually show values at the "edges".
I haven't seen a system handle refactoring/large scale changes but I saw some pretty impressive things put together by our art/animation/design part of the studio in it.