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Godot 4.0 will discontinue visual scripting

godotengine.org

11–20 of 113 posts

Re: Godot 4.0 will discontinue visual scripting

#12
post #7
post #5

Seems 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…

I've worked with that kind of programming before in another product and it works much better if you have a lot of useful high-level primitives, it's easy to make your own primitives in a standardized way, and you can easily convert all or part of it to/from a text representation like YAML, which itself should be how the engine stores it in your project so it can be in source control.

Re: Godot 4.0 will discontinue visual scripting

#13
post #6

Reading 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 wonder how much it is because Godot a type of developer who is probably more at home in code.

Re: Godot 4.0 will discontinue visual scripting

#14

How do visual scripting systems like Unreal Blueprints handle version control and merging of changes from multiple people?

They implemented a built in visual diff tool that diffs the graphs and properties side by side and integrates with any of the supported source control plugins. Merging has to be done manually though, so most teams use source control locks like for art assets. There are several ways to split blueprints into more files to result in less locks.

Re: Godot 4.0 will discontinue visual scripting

#15
post #6

Reading 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

#16
post #15
post #6

Reading 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++.

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

#17
post #16
post #15

Earlier 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?

I think Godot shows there's a clear subset of people (generally indie developers) who are fine with the middle ground of a proper scripting language instead of either extreme. It's why languages like Lua are still fairly popular when the option to use it exists.

Re: Godot 4.0 will discontinue visual scripting

#18
post #6

Reading 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.

Re: Godot 4.0 will discontinue visual scripting

#19
post #16
post #15

Earlier 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?

The error is believing engineers can't draw and artists can't code. Skill is not a zero sum game.

Re: Godot 4.0 will discontinue visual scripting

#20
post #18
post #6

Reading 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.

I really liked unrealscript.

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.

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