<https://ourmachinery.com/post/summer-fun-with-cre...
# of-graphics
s
This is interesting btw because Our Machinery is building a much more generic node based editor than existing popular game engines (Unity, Unreal, Godot, Crytech, etc.) that is also more unified. Traditionally these node based tools use the same UI/UX (except with Unity, where many tools have completely different UIs :)), but are completely different run-time systems that can only interact it specific, predefined ways. They also tend to be higher level systems that don't necessary give access to engine internals
One cool thing is this explicitly allows someone to create assets using the GPU (not necessarily at runtime) and all game engine features, this don't really exist in other engines afaik, although game engines are way behind tools like Houdini or Notch when it comes to this
m
Ha! You need to check out https://nodes.io then that i’m building with my team. The issue of being too high (not flexible) or too low level (and not expressive) is why we decided to roll our own VPL. With WebGL under the hood I’ve successfully combined precomputed, realtime cpu and realtime gpu approaches to both content and animation. Skimming through article they seem to have something more advanced and more integrated though. Can’t wait for WebGPU where compute shaders will allow to close that gap and allow for easier general purpose computation and buffer output.
s
@Marcin Ignac I've played around with nodes a little bit. It's a cool environment. The js/browser implementation makes it not really suitable for serious game development, but it has potential as a creative coding environment
m
Oh with that i agree, it’s an uphill battle
Would love to hear more (can be on priv) about your experience with Nodes