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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Making a visual scripting thing
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diegzumillo
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« on: January 10, 2017, 09:36:23 PM »

I'm making a non-game application with Unity. A thingy to make music and code your own rules etc etc. This application needs to allow user scripts to run. There are a few ways of doing this, the most fancy being something called runtime assembly creation. The user can code in c#, which is awesome. It's how Kerbal space program implements modding. But it seems way too complicated for me. I need something simpler. So I decided to make a node based scripting environment. The system doesn't have to be super powerful, this is for a music program, no one is going to run monte carlo simulations of staggered fermions with it.

I can more or less visualize things in my head. Each node type is a class, with input and output and operations defined, put everything in lists and lists of lists and do iterations over lists. It almost works in my head, but still not solid enough to start coding just yet.

I could use some hints if anyone has any. Even good googling terms are appreciated! All my searches so far yield node scripting for java, shaders, but nothing on creating your own.
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diegzumillo
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« Reply #1 on: January 11, 2017, 09:18:49 AM »

I just discovered that the runtime assembly creation thing has already been done a few times by many others and are all available for free in the asset store. I could even choose which scripting language I want. But now I'm wondering if going that way is what I want. I mean, musicians are not crazy about programming, so a visual scripting environment is a plus. Then there's the fact that using 3rd party solutions are always a gamble. It could simplify my life, sure, but it could also make bug hunting a nightmare. At the end of the day I'm still more inclined on my original idea of creating a simple visual scripting system.

All right. I'll stop updating this topic now. Just thought I'd share that information for any future travelers from google.
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