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by pharke 1929 days ago
After taking a quick look at existing visual scripting tools[0], it seems like the main feature differentiating this from the others is that the nodes are code modules instead of primitives. I think this is where visual programming can really shine, write modules in a text editor and then wire them up in a visual editor. This gives you the high level, conceptual view of the program flow without the excessively verbose visual spaghetti of wiring up individual operations and control flow statements. I think UE4's blueprints can work this way as well, writing a new node in C++ and then wiring it up, but they're not really portable to the wider development ecosystem.

[0] https://github.com/ivanreese/visual-programming-codex/blob/m...

2 comments

We tried to stay close to what you would write without it, using npm packages and all that comes with it. TBH, spaghetti cables is kind of inherent to this kind of programming when scaling up but having code modules instead of just primitives is helpful indeed, letting you give the weight you want each node to have. We're also thinking about node groups as another level of abstraction to reduce visual cluttering.
There's really nothing unique or "differentiating" about nodes.io Plenty of other visual scripting environments offer power users the ability to code their own nodes: cables.gl, TouchDesigner, vvvv, Grasshopper, Houdini.....