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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Darkhog's Visual Coding development tools list
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darkhog
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« Reply #20 on: January 31, 2014, 04:29:19 AM »

Interesting. I'll add it when you'll get working export.
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gimymblert
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« Reply #21 on: January 10, 2015, 10:51:59 PM »

You should add GODOT!
it's looking interesting
https://github.com/okamstudio/godot/wiki
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darkhog
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« Reply #22 on: January 13, 2015, 07:22:32 AM »

It's called VISUAL coding for a reason. e.g.

This:


instead of this:
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gimymblert
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« Reply #23 on: January 13, 2015, 09:37:08 AM »

How did I miss the "visual" part of the title, doh it will come to godot! fret not! The shader are already visual
Also might add unity + plugin? lol
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darkhog
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« Reply #24 on: January 18, 2015, 04:36:40 AM »

Well, Unity + plugin is still technically coding, this thread is about tools that offer visual coding from the get go.

UE4's Blueprint system could qualify, however I don't know how far it goes and if it isn't so limited that you'll have to code in UnrealScript or whatever UE4 is using eventually. Same reason Game Maker isn't on the list either - its D&D events are so limited that you'll HAVE to use GML whether you like it or not.
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« Reply #25 on: July 29, 2015, 03:20:39 PM »

I think Unreal Engine should make the list.  People are making their entire games in blueprints.  For instance, Shape of the World, which is going to be at bitbash chicago, is done entirely in blueprints (I think).  Epic recently got the online subsystem for steam and such fully implemented in them.  So of course with C++ you have access to change anything you want in the engine and the full set of game code they have, but blueprints are more than capable of handling every aspect of making a game. 
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