>>279949937
Has there ever been a successful graph-based programming interface? In the sense that it's actually approachable by non-programmers? I'm aware of systems that are used by actual game devs, but they get training for it and are required to use it for their job, they just have a job that doesn't "require" programming knowledge. But in reality, the effort they put into learning the graph system could have just as easily been put towards learning a legitimate scripting language. For example, I know one of the "improvements" made to the Creation Engine for Skyrim was a graph-based interface to their scripting language (which to be fair is a steaming pile of shit for multiple reasons) that allowed "non-programmers" to "easily" create scripted scenes in the game. But in actuality, the graph system is so convoluted and complex, it would be more efficient to just learn the language itself as soon as you do something even a little complicated. I don't know of anyone outside of Bethesda that uses it. Anyways, it just seems like it'd be better to just start requiring all "game devs" to be familiar with scripting languages. They're usually pretty easy to get your head around. On a side note, custom scripting languages for game engines are almost always cancerous.