[=Gigantoad;410560]
Ah yes, I knew text adventures would come up
Ok, can we agree that the vast majority of games are visual? Actually I could make an argument why even text adventures are kinda visual, your just painting images with words instead of graphics.
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The whole point of games being visual or non-visual medium is irrelevant. The discussion was about programming side of things.
[=Gigantoad;410560]
but just whether any game developer actually flat out doesn’t understand them, which I don’t believe can happen.
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Ah, semantic argument.
It doesn’t matter. Most people are familiar with flowcharts, some are not and those won’t get blueprints.
What’s important is to have the most powerful tool, not the one “everybody will understand”.
[=Gigantoad;410560]
As for spaghetti blueprints: of course you can always use horrible examples to drive a point home, but I could do the same for code.
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Great. Would be nice to have some decent blueprint designs for large scale systems. Or animation state machines with multiple movement modes and large number of attacks/actions.
[=Gigantoad;410560]
As a developer I’m sure you’ve had your fair share of looking at bad, messy, horrible spaghetti code. So tell me, is that any easier to untangle than a mess of nodes?
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I’d say yes. I had nice experience of working on code that was first written for msdos, then ported to os/2, then ported to windows, then ported to have direct3d support (by me). Also it had 3 megabytes of mixed .c/.cpp code, included its own custom gui library, regualrly passed parameters to functions via global variables was multithreaded (15 threads, I think), but had almost no thread safety mechanisms because original cpu had single core and truly parallel execution couldn’t happen. Oh, and it was networked too.
There are standard practices for cleaning that kind of mess, isolating issues and keeping code working. Those won’t translate into blueprints, not to mention that software of this kind of size won’t be possible in blueprints to begin with.
[=Gigantoad;410560]
I wouldn’t recommend completely avoiding blueprints even if you’re doing most stuff in C++, and Epic agrees with me by the way, that’s very much how they work internally.
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You can’t completely avoid blueprints even if you want to, because transition rules use them.
The reason why the even work is because most of the programming tasks in games are in “toy problem” category.
However, the tool is completely inferior to proper programming language, and arguing against that is silly.