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The simplest way I can put it is that visual programming in games lets non-programmers meaningfully contribute to code-adjacent and 'code' parts of game content
by kevingadd 5y ago
The simplest way I can put it is that visual programming in games lets non-programmers meaningfully contribute to code-adjacent and 'code' parts of game content, like pixel shaders or character AI or simple object behaviors. These parts are typically not so performance critical or complex that you need a programmer to do them by hand, and more importantly, if you empower the game designer or artist to fiddle with them directly, they can quickly iterate until they hit something that is nearly perfect. At that point if there's something wrong with it, you can hand it off to a programmer to fix.
I view it as equivalent to how Microsoft Excel empowers all sorts of non-programmers to solve problems via the use of formulas (and the occasional macro). As a tools programmer and producer I frequently discovered that some of our designers or writers had cobbled together their own solutions for difficult problems just using excel know-how. Excel teaches ordinary people that computers can do their bidding and visual programming for games does the same thing for game artists, writers, etc.