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Flowgraph

Discussion in 'Microblogs' started by tdev, Jun 26, 2019.

  1. tdev

    tdev
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    Hi everyone :)

    I would like to present our latest development regarding gameplay/career mode. Some of us have been working for the last 6 months on a new programming tool that will help us to create fully dynamic, immersive gameplay elements. The old scenario system was way too rigid and was not able to fulfill all of the requirements we wanted to have for the career mode and everything around. So instead of having everyone develop Lua code, we will have a new visual programming language available for everyone in one of the next updates. It will make scenario creation and everything around gameplay a lot easier :)

    The attachment of this post shows how this looks like right now, and we will release more information later.

    For starters some basic terms we came up with:
    - Flowgraph: the progamming language
    - Flowgraph editor: the editor you can see in the screenshot to edit a program
    - Nodes: the blocks of lua code that define a certain behavior
    - Links: connect input or output pins of nodes together
     

    Attached Files:

    • BeamNGdrivex64_ffohtQHihk.png
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  2. Jackets64

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    Looks Cool! With this, we'll see so many more scenarios from so many people!
     
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  3. tdev

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    Short video how how it "feels" like :)

    Video - Click to Play - Direct Link
     
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  4. Re:Z_IA

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    Omg yes! I’ve been wanting something like this for a long time! (*^▽^*)

    How expansive will the flowgraph system be? Will we be able to add in or mod modules? Can this be used in campaigns with UI storyboarding, or just in scenarios? (Sorry for so many questions, haha)
     
    #4 Re:Z_IA, Jun 26, 2019
    Last edited: Jun 26, 2019
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  5. Spiicy

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    Looks very similar to the blender node editor for materials.
     
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  6. NoxiousFumes

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    They could probably allow modders to use the node editor for materials on their own maps, but I doubt they would do it. Then again, I believe it has been said before that the new editor will support add-ons (somewhere) so I would think with the modding community here someone would figure out a way to do so. But in any case, the current material system works fine as is.
     
  7. EruptionTyphlosion

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    I am getting UE4 Blueprint vibes from this, and I like it! :)
     
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  8. Dummiesman

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    Does this mean we won't be able to add lua code or will we still have that option?
     
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  9. Tsutarja495

    Tsutarja495
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    That option will most likely be still available, we just have an easier method.
     
  10. Dr. Death

    Dr. Death
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    Does this just makes campaign creation more user friendly or does it add more flexibility to the things you can do in it too? I might be in a minority or it might be out of scope but actual cutscenes or video cutscenes would be nice instead of comic book like artstyle.
     
  11. LuisAntonRebollo

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    We have no plans to use it for material declaration.
     
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  12. tdev

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    It will be completely mod-able and it is very easy to add new nodes via lua :)
     
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  13. tdev

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    You'll still have the option. Wrapping your code in nodes makes everything a lot easier though :)
     
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  14. tdev

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    Also, we have nodes for everything, you can use it for pretty much everything :)
     
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  15. JZStudios

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    Wow, that's impressive. It's almost unreal actually. :rolleyes:
     
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  16. RobertGracie

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    I kinda like it, its like looking into the mind of the Developer its a good way to show how things work here!
     
  17. redrobin

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    Seems like it works somewhat like material creation in Blender judging by the little video you posted. Looks promising! The only thing stopping me from making Scenarios for the forum goers is I absolutely refuse to learn more low level LUA.
     
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  18. TStabbert

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    Hello! Here is some updates on this topic.
    Video - Click to Play - Direct Link


    We currently have 151 different nodes which can be used to create projects, sorted in 15 categories like environment, gameplay, logic, math, ui or vehicle. Many nodes also have different modes, for example we have one "Fire" node, which can call various functions from the vehicle fire system.

    Attached is the flowgraph of this project. Best viewed zoomed it, since it contains quite some text.
    flowgraph_full.png
     
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  19. umustbeloggedintododat

    umustbeloggedintododat
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    Cool
     
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  20. RecklessRodeo

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    Now that's awesome! Career mode is near.
     
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