Visual Logic Editor WIP
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andeeee
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PostPosted: Wed Nov 04, 2009 12:24 pm    Post subject: Reply with quote
A few thoughts about this, based on ideas/experiments with this kind of thing in the past...

Perhaps the node definitions and the graph could be represented as XML. The idea would be to separate the node editor from the execution engine. A node type could be defined as a list of the inputs, with names and data types, etc (as structured XML). The graph could then be represented as a list of nodes each with a type and a set of connections (again as XML). Generally, the node types and the graph would be defined in a completely abstract way. Then, the execution engine would read in the XML and generate code accordingly.

The reason for this is that it would be possible for anyone to create their own node definition file, construct a graph from these nodes using the editor and then write code to interpret the XML any way they liked. The most obvious application of a node graph is for coding, but it could just as easily be used to define magic spells for an RPG, a decision tree, or whatever. Also, the XML could be generated outside the Unity editor, so it would be possible to create higher-level tools for specific tasks.

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rytis
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Joined: 11 Jul 2008
Posts: 73

PostPosted: Wed Nov 04, 2009 12:31 pm    Post subject: Reply with quote
andeeee wrote:
A few thoughts about this, based on ideas/experiments with this kind of thing in the past...

Perhaps the node definitions and the graph could be represented as XML. The idea would be to separate the node editor from the execution engine. A node type could be defined as a list of the inputs, with names and data types, etc (as structured XML). The graph could then be represented as a list of nodes each with a type and a set of connections (again as XML). Generally, the node types and the graph would be defined in a completely abstract way. Then, the execution engine would read in the XML and generate code accordingly.

The reason for this is that it would be possible for anyone to create their own node definition file, construct a graph from these nodes using the editor and then write code to interpret the XML any way they liked. The most obvious application of a node graph is for coding, but it could just as easily be used to define magic spells for an RPG, a decision tree, or whatever. Also, the XML could be generated outside the Unity editor, so it would be possible to create higher-level tools for specific tasks.


Why the complexity? What would it accomplish that creating nodes in C# or Java code would not?
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SteveB



Joined: 17 Jan 2009
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PostPosted: Wed Nov 04, 2009 4:05 pm    Post subject: Reply with quote
Ouch no...

...Virtools, period. What Rytis has going on here is very similar and that system works rather flawlessly.

Besides the point is to reduce complexity for non-programmers; not another abstraction to creating yet more code. Anyone interested in this would rather submit to the visual programming paradigm, and besides, a graph as a list? Kind of defeats the purpose as the presentation for creating code visually are just as important as the code itself. Quest3D for example I find highly unintuitive versus Virtools and both are fairly similar. Q3D reads bottom to top whereas Virtools reads left to right...so even in THIS space how the graphs are arranged make or break a system like this. Kismet (Unreal 3.x) and Flowgraph (CryEngine 2.x) are also left to right with slight deviations...

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zumwalt



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PostPosted: Wed Nov 04, 2009 4:12 pm    Post subject: Reply with quote
I would just be interested in the original skeleton model you started with to make the interface. This way I could go down a different path with my AI from code blocks to visual blocks like you have done. I have zero clue how to make a graphical interface for Unity like this.
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rytis
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PostPosted: Wed Nov 04, 2009 4:21 pm    Post subject: Reply with quote
zumwalt wrote:
I would just be interested in the original skeleton model you started with to make the interface. This way I could go down a different path with my AI from code blocks to visual blocks like you have done. I have zero clue how to make a graphical interface for Unity like this.


I guess you know about Behave library (AngryAnt.com)? It is targeted specifically for AI development.
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Havok



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PostPosted: Wed Nov 04, 2009 6:12 pm    Post subject: Reply with quote
Shocked Shocked Shocked Shocked Shocked Shocked Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Laughing Laughing Laughing Laughing Razz Razz Razz Embarassed Embarassed

AWESOME!

Rytis....WOW....Unity 2.6 now you show this!
Can Unity get any better after this?

I know it's not really committed for Unity... YET!?? Smile but this is one HELL of a killer feature.

I really hope this gets implemented soon!
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rytis
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PostPosted: Wed Nov 04, 2009 7:53 pm    Post subject: Reply with quote
Havok wrote:
Shocked Shocked Shocked Shocked Shocked Shocked Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Laughing Laughing Laughing Laughing Razz Razz Razz Embarassed Embarassed

AWESOME!

Rytis....WOW....Unity 2.6 now you show this!
Can Unity get any better after this?

I know it's not really committed for Unity... YET!?? Smile but this is one HELL of a killer feature.

I really hope this gets implemented soon!


I like your attitude! Smile
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L-Roy



Joined: 11 Feb 2008
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PostPosted: Wed Nov 04, 2009 9:08 pm    Post subject: Reply with quote
i'd love it, too (and pay for it)

just voted http://feedback.unity3d.com/pages/15792-unity/suggestions/196079-editor-visual-logic-editor?ref=title

a rudimentary logic editor is the only thing i really miss, coming from quest3d

keep it up!!
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Havok



Joined: 21 Aug 2009
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PostPosted: Wed Nov 04, 2009 9:28 pm    Post subject: Reply with quote
rytis wrote:


I like your attitude! Smile


I like your VLE! Very Happy
Wink
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runningbird



Joined: 03 Sep 2009
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PostPosted: Wed Nov 04, 2009 9:34 pm    Post subject: Reply with quote
I just voted.

I think this would be an awesome addition to the Unity Engine... it just keeps getting better every day.
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deram_scholzara



Joined: 26 Aug 2005
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PostPosted: Wed Nov 04, 2009 11:03 pm    Post subject: Reply with quote
I would ABSOLUTELY use this... I was actually considering building one with one of the programmers at my school.
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zumwalt



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PostPosted: Thu Nov 05, 2009 3:28 am    Post subject: Reply with quote
I know about AngryAnt's library, I have my own, I just would be very interested in the skeleton of this and how to create my own interface in Unity like this, his AngryAnt's AI library doesn't interest me. Thanks though.
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dreamora



Joined: 05 Apr 2008
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PostPosted: Thu Nov 05, 2009 3:34 am    Post subject: Reply with quote
search for the graph editor beta on the showcase board, it includes all sources and shows how to procedurally generate textures on a very basic level
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lazalong



Joined: 13 Oct 2009
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Location: Australia, Canberra

PostPosted: Thu Nov 05, 2009 4:05 am    Post subject: Reply with quote
dreamora wrote:
search for the graph editor beta on the showcase board,

It's on the "gossip" board Smile

http://forum.unity3d.com/viewtopic.php?t=13046
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daxx2k



Joined: 10 Aug 2009
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Location: Los Angeles CA

PostPosted: Thu Nov 05, 2009 4:15 am    Post subject: Reply with quote
node based logic is the future guys!
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