3 ms·
Is it? You make a generalization giving just one example: Unreal Blueprints. As somebody not familiar with game programming but familiar with critical thiking I
by vzaliva 5y ago
Is it? You make a generalization giving just one example: Unreal Blueprints.
As somebody not familiar with game programming but familiar with critical thiking I am unconvinced.
- beaconstudios 5y agoHoudini is also pretty popular. Just another example I'm familiar with, as a non-game dev.
- johnnyanmac 5y agoUnreal is one of the most popular engines out there, and they push blueprints extremely hard, to the point where it's actually somewhat difficult to search up c++ tutorials (and the documentation of UE4 isn't the best once you dig past the basics). It is a generalization, but the example is one that some 30+% of games will use . And it's not the only engine with visual programming; even Unity aquired Bolt (a very popular unity plugin for visual scripting) and will likely market that more and more as it's integrated into its engine.
- dorolow 5y agoIt is extremely popular. From Flowgraph in CryEngine to Godot's VisualScript. Even Unity bought the most popular visual scripting asset package, Bolt, and made it standard for all Unity plans. You could also critically think your way to googling "game dev visual scripting" which would tell you much of the same information.
- gpm 5y agoAlso in game-engine adjacent spaces blender, and Houdini have similar visual languages.
- dorolow 5y agoOh nice, I didn't realize Blender had a visual scripting system. I knew that they had a Python API like Maya, but the visual stuff is a nice feature to have for art teams. I keep telling myself I'm going to force myself to learn Blender one day. It seems to have really matured over the years. From a quick glance it reminds me of Unreal Niagara, or Unity Visual Effect Graph. Pretty cool.
- deleted 5y ago[deleted]
- hrnnnnnn 5y agoIt has a couple, one for writing shaders and another for manipulating geometry. You can even combine them - outputting values from the geometry nodes to be used by the shaders.