Friday, May 6, 2011

Flow -- Data-Oriented Implementation of a Visual Scripting Language

Presentation made at Stockholm Game Developer Forum, 5 May 2011:



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12 comments:

  1. Any chances to see Flow sources available? ;)

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  2. Yes! Just license our tech for your next game. ;)

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  3. The visual spaghetti flow can be solved with different elements: like referencing (data and event slots) and hierarchical grouping (kinda LOD for Visual-Scripting). Then instancing a hierarchy would be a next step for creating re-usable blocks.

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  4. Yes, we have hierarchical grouping (with information) and reusability through copy-paste (changes do not progress across copies). But we need more.

    I think one useful thing would be to create separate work areas living on different tabs for logically separate parts of functionality (i.e. one for doors and keys, one for eleveators, etc).

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  5. question:
    what mean purple node?
    and
    is filled query unit node's position data when flow compiling.

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  6. Purple nodes are query nodes. They fetch their data when it is needed by the nodes they are linked to.

    So when Create is triggered on the Particle Effect node, the Query node will fetch the position of the unit at that moment.

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  7. Hi Niklas, is there still a chance to see the recording and/or get the PDF? Thank you.

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    Replies
    1. Yes. Unfortunately our website is down at the moment. I'm working with the provider to get it sorted.

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    2. Thank you, it's working now.

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    3. How is the getting back the PDFs from the website going? (is this it? https://www.kth.se/social/upload/5289cb3ff276542440dd668c/bitsquid-behind-the-scenes.pdf )

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    4. Presentations are gathered here now:

      https://github.com/niklasfrykholm/blog/tree/master/presentations

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