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Very unreal engine blueprint-like. I always wondered why that caught on with game engines but (partial) visual programming isn’t used by folks pretty much anywhere else besides some introductory programming courses/tutorials or kids projects. Personally, I think the abstractions could be useful for other domains like building/prototyping ML models too but so far no user demand for the tools.


This form of visual programming has been used in 3D modeling and visualization industries for 15+ years [0-3]. It's an excellent gateway to real programming, but any complexity quickly overwhelms the visual organization of nodes.

[0]https://docs.blender.org/manual/en/2.79/render/blender_rende... [1]https://www.rhino3d.com/6/new/grasshopper/ [2]https://blog.vectorworks.net/what-is-marionette-a-look-at-ve... [3]https://dynamobim.org


I have been working in some tutorials for blender/sverchok. In the case if someone is interested. :)

http://www.victorcalixto.xyz/tutorials/sverchok/sverchok


There are at least two popular visual programming languages for electronic music: Max/MSP (cycling74.com) and PureData (puredata.info).



UE blueprints make the game engine api discoverable. Doing low level code in bps sucks. But stringing together engine calls feels good.

edit: basic math is a good example.

(a+b) / c * 3 + 7 is very easy to write out in code, but is going to include the following nodes to express

a

b

+

/

c

*

+

7

and lines between them to connect data and functions. Gross. Ue4 technically has a mathematical expression node for this specific case but its one of the more painful things without it.


I really wish they'd just bring uscript back.


They're releasing an open source scripting language sometime this year called UnrealVerse to go along with UE5.


Well there is labview with a dataflow model, multithreading use is extremely easy in such a setup.




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