the official announcement about #Godot removing the #visual-programming language. “Godot’s visual scripting language, #VisualScript, was introduced in Godot 3.0, almost five years ago. Despite our continuous effort, it never gained traction and the path to improve it was never clear. ... For a lot of potential users that wanted this feature, they found out GDScript was a great fit and they pretty much ended up preferring it over VisualScript. ... Another likely reason for VisualScript’s low popularity is that we failed to provide good documentation for using it. The official documentation has examples in GDScript and C#, but we never succeeded in including VisualScript examples due to technical reasons (we’d have to make screenshots of VS graphs for each example and maintaining them would prove very difficult).”
on 02024-06-15blog post about #Godot removing the #VisualScript #visual-programming language
on 02024-06-15#Godot removed VisualScript #visual-programming in Godot 4. #video Now it’s called Godot Orchestrator and is a GDExtension. One of the suggested uses is “Design complex dialogue conversations for NPCs for any game,” as in, #visual-novels. It’s literally programming by drawing flowcharts, like, 01950s style flowcharts, with arrows to indicate control flow. The main differences are that now the box corners are rounded, the arrows are curved, and there are additional arrows for dataflow. I can see why GameFromScratch said “honestly it never felt like an improvement or viable alternative to GDScript. In fact, it always felt like writing GDScript, just in a less efficient manner than typing.” It’s almost like #GRAIL.
on 02024-05-19an implementation of an animated #visual-programming notation for the λ calculus, like To Dissect a Mockingbird.
on 02017-03-22