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by uglycoyote 1928 days ago
I agree with some of the other posters who are saying that that it is difficult to figure out what this does or who it is for.

There's a huge headline saying "nodes for everyone". So, it's for my grandmother and my son and my uncle too?

Looking at the examples I see that there's a lot of cool looking geometry and special effects. So maybe "nodes is for everyone who wants to make cool visual things?"

Is it for artists who don't want to have do deal with code? Is it for coders who want their code to be more modular?

The best way I can understand this is maybe it's a competitor to something like Houdini, for people who are working at the intersection of art and code, it's like a procedural generation tool for art.

I thought it might be something which lets you build cool stuff without much code, but I was disappointed in the lack of modularity of some of the examples -- e.g. the "basic webGL" example in the playground. In that example almost everything interesting is going on in the one shader node.

Similarly with the boids example, the entire boid simulation is in one node with Javascript. It's not a reusable node.

I think the examples would be a lot more compelling if the nodes were each some trivial piece of functionality than anyone could look at and understand within 30 seconds, but they were put together into impressive creations. Like MIT Scratch for adults.

The problem with these examples is that there's too much complexity baked into a single node, which makes it difficult to understand those as reusable nodes. If I'm understanding it correctly, reusing nodes is the whole idea here.