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Is performance really going to be a deciding factor for using this? I'd guess it depends what you really want in your "scripting" language. For me I'd want some
by jamesu 3y ago
Is performance really going to be a deciding factor for using this? I'd guess it depends what you really want in your "scripting" language.
For me I'd want some sort of runtime with an easily readable language that can tolerate bad code, so in that case I would prefer something like lua.
Must admit though, things like this really make one think... what do people even want in a "scripting" language these days?
- masklinn 3y agoProbably depends how much of the game is implemented via "scripting", some games just put scripting at the edges (UI, data definition) while others do everything up from the game engine via "scripting" e.g. https://forums.unrealengine.com/t/ive-created-an-infinite-voxel-world-similar-to-minecraft/57218 https://forums.unrealengine.com/t/ive-created-an-infinite-vo... > The whole project s 100% blueprint with no C++ being used. I think this project is a great example for the power of blueprint. And that's a post from 2016. These days you can probably create entire games via visual scripting (https://unity.com/features/unity-visual-scripting https://unity.com/features/unity-visual-scripting) as long as they're not too bespoke or demanding.
- deaddodo 3y agoThe example you use seems to be specifically a "because I can" project. We can't be sure (because the code isn't available, obviously), but I would highly doubt there are any AA or AAA games built entirely in the scripting engine. However, many 4X games get pretty close (Paradox series, Civilization, the Endless games, HoM&M, AoW, etc).
- intelVISA 3y agoThe limiting factor is not truly perf for visual scripting but everything around its ecosystem (diffing, architecture, spaghetti)