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Visual coding is still in its infancy. We have decades of experience for how to design systems with textual code, and a ton of tools (IDEs, static analyzers, re
by klodolph 6y ago
Visual coding is still in its infancy. We have decades of experience for how to design systems with textual code, and a ton of tools (IDEs, static analyzers, refactoring tools) that work with text.
The fact that some systems are better implemented as text is not an indictment of visual coding as much as it is a testament to the maturity of text as a language for coding.
Game design is only on part of the problem anyway—often a feature which is simple from a design standpoint is complicated to implement in code. This is why you don’t just hire game designers who dabble in coding, but also programmers.
- dragonwriter 6y ago> Visual coding is still in its infancy. We have decades of experience for how to design systems with textual code, and a ton of tools (IDEs, static analyzers, refactoring tools) that work with text. Visual coding has been around since at least the 1970s; we have decades of experience with it, too.
- klodolph 6y agoAnd yet, in that time period, it has remained in its infancy.
- dragonwriter 6y agoOr, extensive experience has shown that it is best used as an adjunct to textual programming.
- HellDunkel 6y agoExactly- you hire both and for good reason. The point is that there is absolutly no reason for somebody not to be successful in game design working with blueprint.
- DonHopkins 6y agoIdeally C++ programmers should know how to make blueprint components wrapping their C++ code, and understand blueprint programming enough to know how to make usable blueprint apis.