Godot 4.0 will discontinue visual scripting
11–20 of 113 posts
Re: Godot 4.0 will discontinue visual scripting
#12Seems like implicitly it's better to take notes from current users than actual users, since your first effort might not be what the potential users expect. Ive only poked at godot, is there a reason that GDscript is so dominant? ETA: is the IDE based around it, or other things aren't well supported, or is visual scripting something that just doesn't fit godot's model
Visual scripting works reasonably well for very high level scripting, but even then it is very "verbose and space inefficient". Writing actual game logic requires a lot of moving stuff around even for small changes. It is also hard to share in our text-first world, so helping or getting community help on it ends up in attachment hell or trading screenshots, both of which are not ideal. As the blog post says, it can p…
Re: Godot 4.0 will discontinue visual scripting
#13Reading between the lines: It seems like one of the primary reasons why Blueprints are well-loved in Unreal Engine, is that the only mainstream alternative is full-on c++ (and it's not an easy c++ codebase to work with). But without that pressure of limited choice, blueprint visual scripting seems to have a hard time gaining ground in godot. I do wonder how much of this is because godot's visual scripting never got t…
Re: Godot 4.0 will discontinue visual scripting
#14How do visual scripting systems like Unreal Blueprints handle version control and merging of changes from multiple people?
Re: Godot 4.0 will discontinue visual scripting
#15Reading between the lines: It seems like one of the primary reasons why Blueprints are well-loved in Unreal Engine, is that the only mainstream alternative is full-on c++ (and it's not an easy c++ codebase to work with). But without that pressure of limited choice, blueprint visual scripting seems to have a hard time gaining ground in godot. I do wonder how much of this is because godot's visual scripting never got t…
Re: Godot 4.0 will discontinue visual scripting
#16Reading between the lines: It seems like one of the primary reasons why Blueprints are well-loved in Unreal Engine, is that the only mainstream alternative is full-on c++ (and it's not an easy c++ codebase to work with). But without that pressure of limited choice, blueprint visual scripting seems to have a hard time gaining ground in godot. I do wonder how much of this is because godot's visual scripting never got t…
I still find it perplexing that Unreal ditched Unreal Script in favor of Blueprints and full C++.
Re: Godot 4.0 will discontinue visual scripting
#17Earlier quoted context omitted.
I still find it perplexing that Unreal ditched Unreal Script in favor of Blueprints and full C++.
Engineers wants C++, scripters and artists wants Visual Scripting. Seems like an obvious choice to make everyone happy instead of trying to find a middle ground where nobody is?
Re: Godot 4.0 will discontinue visual scripting
#18Reading between the lines: It seems like one of the primary reasons why Blueprints are well-loved in Unreal Engine, is that the only mainstream alternative is full-on c++ (and it's not an easy c++ codebase to work with). But without that pressure of limited choice, blueprint visual scripting seems to have a hard time gaining ground in godot. I do wonder how much of this is because godot's visual scripting never got t…
Re: Godot 4.0 will discontinue visual scripting
#19Earlier quoted context omitted.
I still find it perplexing that Unreal ditched Unreal Script in favor of Blueprints and full C++.
Engineers wants C++, scripters and artists wants Visual Scripting. Seems like an obvious choice to make everyone happy instead of trying to find a middle ground where nobody is?
Re: Godot 4.0 will discontinue visual scripting
#20Reading between the lines: It seems like one of the primary reasons why Blueprints are well-loved in Unreal Engine, is that the only mainstream alternative is full-on c++ (and it's not an easy c++ codebase to work with). But without that pressure of limited choice, blueprint visual scripting seems to have a hard time gaining ground in godot. I do wonder how much of this is because godot's visual scripting never got t…
Epic is working on verse script now. Even they realized visual scripting is not the best way to do development. It's very limiting. I was much happier with UE when it had unrealscript. I still do game development on the old engines, but I don't like doing anything with the new engines that force you into c++ or blueprints. Code is simply more expressive than flow charts.
Part of my love was how both object State and networking were first class features of the language.
You could override a function based on "is the current object in the idle or shooting" state TRIVIALLY.