<https://www.youtube.com/watch?v=ajNxEVC9nwA>
# linking-together
p

https://www.youtube.com/watch?v=ajNxEVC9nwA

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Fun lil state machine tools in VR interface/game, somehow seem to end up with worst of both worlds as far as ux goes, but do expect some fun stuff to be made with it regardless
w
At least these experiments are exciting. For me, nodes in space vs nodes on a screen feel shockingly different. Space has much more room to fit stuff. Of course, the physical world (let alone low-res VR) suffers from the messy room problem.
s
Occlusion is a problem that doesn't happen with 2D node based systems
Either nodes occluding each other or nodes outside of view, following execution flow and structure can be hard in node based systems but it's harder in VR
See NeosVR as an extreme example

https://youtu.be/L66xMuvOTno

Non-trivial logic is harder to follow
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d
I used a similar system in Scrap Mechanic (only worse - it is based mainly on one-bit logic gates and you can't name them, only color them). It was an annoying way of 'programming', as it was really hard to organize the circuit so it wasn't utterly impossible to follow. I think there would be some value to having a 3D space in which to arrange a system, especially a system that controls a 3D world, but small parts of the system are best edited in a 2D form that can be hidden, in an editor where things can be labeled and documented. Or better: abstractions - like a catalogue of circuits / state machines you can instantiate and re-use hierarchically, with implementation details hidden.
Given the right UI, it would attract/teach a lot of kids to program as a side effect.
w
@Scott Anderson I love NeosVR. It's so delightfully disastrously ambitious. I do so hope they stumble upon metaverse gold somehow.
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