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andeeee Forum Moderator

Joined: 19 Jul 2005 Posts: 1603 Location: Blackpool, United Kingdom
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Posted: Wed Nov 04, 2009 12:24 pm Post subject: |
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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. _________________ None of you understand... I'm not logged-in here with you - YOU'RE LOGGED-IN HERE WITH ME! |
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rytis Unity Developer

Joined: 11 Jul 2008 Posts: 73
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Posted: Wed Nov 04, 2009 12:31 pm Post subject: |
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| 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 Posts: 230 Location: Chicago
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Posted: Wed Nov 04, 2009 4:05 pm Post subject: |
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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... _________________ Steve Bodnar
FlipFrame Animation |
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zumwalt

Joined: 18 Apr 2007 Posts: 1291
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Posted: Wed Nov 04, 2009 4:12 pm Post subject: |
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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. _________________ Hosted Server Solutions, look at VPS II for a Master Server http://www.1and1.com/?k_id=21336950 |
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rytis Unity Developer

Joined: 11 Jul 2008 Posts: 73
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Posted: Wed Nov 04, 2009 4:21 pm Post subject: |
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| 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
Joined: 21 Aug 2009 Posts: 7
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Posted: Wed Nov 04, 2009 6:12 pm Post subject: |
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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!?? but this is one HELL of a killer feature.
I really hope this gets implemented soon! |
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rytis Unity Developer

Joined: 11 Jul 2008 Posts: 73
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Posted: Wed Nov 04, 2009 7:53 pm Post subject: |
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| Havok wrote: |
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!?? but this is one HELL of a killer feature.
I really hope this gets implemented soon! |
I like your attitude!  |
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L-Roy
Joined: 11 Feb 2008 Posts: 2 Location: germany
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Havok
Joined: 21 Aug 2009 Posts: 7
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Posted: Wed Nov 04, 2009 9:28 pm Post subject: |
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| rytis wrote: |
I like your attitude!  |
I like your VLE!
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runningbird
Joined: 03 Sep 2009 Posts: 16
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Posted: Wed Nov 04, 2009 9:34 pm Post subject: |
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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 Posts: 260 Location: Santa Monica, California - US
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Posted: Wed Nov 04, 2009 11:03 pm Post subject: |
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I would ABSOLUTELY use this... I was actually considering building one with one of the programmers at my school. _________________ "The only sin in this world is to exploit or destroy the freedoms of another soul."
-Deram Scholzara |
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zumwalt

Joined: 18 Apr 2007 Posts: 1291
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Posted: Thu Nov 05, 2009 3:28 am Post subject: |
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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. _________________ Hosted Server Solutions, look at VPS II for a Master Server http://www.1and1.com/?k_id=21336950 |
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dreamora
Joined: 05 Apr 2008 Posts: 6663 Location: Zürich, Switzerland
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lazalong

Joined: 13 Oct 2009 Posts: 24 Location: Australia, Canberra
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daxx2k
Joined: 10 Aug 2009 Posts: 14 Location: Los Angeles CA
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Posted: Thu Nov 05, 2009 4:15 am Post subject: |
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| node based logic is the future guys! |
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