• insomniac_lemon@lemmy.cafe
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    2 days ago

    like working in Godot and having nodes to organize behaviour but written scripts to implement it

    That was the intent with Godot’s (3.X) implementation of VS (Visual Scripting) but I think most people didn’t like it (thus why it was gone in 4.X). The major flaw with that idea is that programmers probably don’t want to work on VS and… is it really better than just components with exported script variables and either way well-documented code (especially with gdscript)? Also communication on desired effects.

    VS should be easy for beginners, if it fails at that a huge amount of people who aren’t in a team will find it to be useless. For comparison, UE’s Blueprints are usually what people point as better than Godot’s VS (which failed at discoverability due to lower-level workflow and IIRC wasn’t fleshed out with organization either), so this wasn’t strictly a problem with the idea of VS.

    There are 3rd-party things now (Orchestrator, also Block Coding which generates gdscript) that might work better, though I don’t know.

    • PixelProf@lemmy.ca
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      23 hours ago

      Yeah, I wasn’t a fan of the visual scripting, but I do consider composing nodes in the editor, connecting signals, modifying field values with sliders, having global variables in a separate editor, visual curve editors, file managers, etc. to be a form of visual scripting by a different name, and I do quite like that.

      I’ve been curious how this sort of editor would work for non-game code, like making a CLI in C, C++, Kotlin, etc. Where you primarily interact with nodes and inspectors for data organization and scripts for behaviour implementation. I need to go back to Smalltalk to see some of the ideas there for alternative code organization structures.

      • insomniac_lemon@lemmy.cafe
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        6 hours ago

        I’ve been curious how this sort of editor would work for non-game code

        I mean software is just a game that isn’t a game, and Godot does do a decent job of it. on !Godot@programming.dev somebody recently posted* a note-taking app and someone in the comments linked to an article about Godot for GUI software development.

        Bindings are nice too, and as a mostly-non-coder I’ve actually done a small sample program with Godot+Nim-lang. In a similar vein, there is Raylib (which has lots of bindings options) and paired with rGuiLayout you might get something going.

        I tried a Qt editor once and it seemed a bit clunky to me, then some simple toolkits that I think have a better experience despite lacking an editor (though lack of dynamic text scaling is probably an issue here, at least it was for me as I wanted unicode symbols for a text-centric application).

        TUI applications are a fun idea too, though viable ideas are chicken-and-egg for me so I’ll probably just stick to Godot if I make anything.

        • 2 days ago, Post title Finished my first Godot project!, Github em-s-h/Nairu