[Bf-committers] Meeting minutes - nodal logic proposal
jonathan d p ferguson
jdpf.plus at gmail.com
Sun Nov 8 20:25:03 CET 2009
hi.
Benoit:
Great proposal. I have a few other pointers (to follow Erwin's
example). And a concern.
Additional References:
Thanks for suggesting Kismet and Scratch, Erwin. The UDK http://www.udk.com/
will make it easy to compare implementations. I have a few comments
from experience with Kismet:
* UnrealEd’s Kismet visual scripting syntax. Now available for free
(free as in beer) in the UDK. Please note that many other modern game
engines also feature some kind of visual scripting language. Kismet
can be a great way to lower the barrier to entry, however, the key
limitation is that Kismet does not provide out of the box support for
all parts of the Unreal API (hardly surprising). One may write their
own node definitions using UnrealScript, but the majority of game
logic changes can be handled with Kismet.
Finally, the key problem I've had with Kismet is that it is only
useful up to a certain threshold of complexity, after which point, it
becomes extremely expensive to implement with nodes. In addition, I
point out that Kismet is not the only node-based UI in the UDK.
Materials, and Animation Blending also use the node-based UI in the
UDK. FYI: Animations in UnrealEd are done using Matinee which does not
use a node-editor.
* Apple’s Quartz Composer http://developer.apple.com/graphicsimaging/quartz/quartzcomposer.html
I know that the ML has raised this example in the past, but it bears
repeating. Of particular interest is the fact that Apple’s Quartz
Composer shows the values of variables in real-time, which is a great
boon to increasing the transparency of such network-based-node-
systems. Further, consider that node-nesting is handled in Composer
through a column (using the standard Mac OS X column navigation widget).
* Apple’s Shake for post-production. http://www.apple.com/shake/.
Shake is well known for post-processing using node networks. I do not
have experience with it. Are others able to chime in here?
* Cycling ’74’s Max/MSP/Jitter http://www.cycling74.com/products/maxoverview
. Max is built with a notion of animation (time based) and so it may
prove very useful in that respect as well. There are very few products
like Max. I do not have much experience with this system either, but I
know some who do, and who love it.
A concern or two to think about:
You might already know about the following concerns, but I'm sharing
anyway.
In my experience thus far, I've noticed a few key problems with node-
based UI's, and GUI programming "languages" in general. One is the
painful fact that the "node networks" in such systems are frequently
not transferrable. :-( A given node network may or may not be easily
integrated into existing node networks. Variables and values are
sometimes hidden from the user (in sometimes difficult to ascertain
ways). Few debuggers exist, etc. To this end, and somewhat ironically,
it is often difficult to identify the flow-control of a program. (A
realtime representation for such flow would be utterly awesome).
Finally, given the usual binary representation, such systems are also
very hard to "merge" using version control (though I expect Blender's
concept of linking data libraries to help greatly here).
In any case, insofar as it does not present an insurmountable hurdle,
I encourage a requirement that such a generalized node-network for
Blender offer as much flexibility for "network reuse" as possible. Put
another way, it is a good thing to allow users the opportunity to
transfer logic networks between projects, and allow for automated
merging. I don't know how possible this is, technically speaking, I
merely suggest it as food for thought.
My motivation for this comment is that, it is not uncommon, for
example, to have to entirely rebuild a Kismet sequence (or UT3 or BGE
"level") due to some totally undiscoverable bug. Such an end-user
consequence is not entirely surprising given the level of opacity that
a node-based GUI introduces... I don't know if this issue is
surmountable--- other than supposing that node description source code
(expressed as Python, presumably) be made available to users in some
way...
In any case, great start! I look forward to a nodes based system for
Blender (in general) and for the BGE specifically.
Thanks!
have a day.yad
jdpf
On Nov 7, 2009, at 12:18 AM, Erwin Coumans wrote:
>
> I highly recommend checking out Kismet visual logic editor from the
> now free Unreal Editor.
>
> Also Scratch, from http://scratch.mit.edu
>
> Erwin
More information about the Bf-committers
mailing list