As you should know Inexor forked off from Cube2: Sauerbraten. If you take a closer look at Sauer's community you will notice that people have figured out many ways to bring the Cube Engine to it's limits. Since there is no scripting interface for Cube2's multiplayer it is neccesary to modify the server software to create new gamemodes. By combining modded servers with the available standard gamemodes people created all interesting stuff. You can't modify the client's software with scripts in Cube2's multiplayer!
The popular gamemode "racing" for example is build on top of coop edit mode. In race mode the server will send the next map to everyone before the round starts. Then racing starts and you have to find your way through the map in order to find the goal. Another example is the "rugby" mode which is build on capture the flag. Teammates can pass the flag by shooting each other. Also fun is the "zombie" mode which is build on Sauer's efficiency team mode. One player starts as zombie and has to infect others. Those who are infected change the effic team and hunt on.
It is not possible to change the client's behaviour in any way since this would require your players to download a modified version of Cube2. Although there have been many attempts to establish modified clients no one really was abled to push through. Since Inexor is not just a modification of Cube2: Sauerbraten but a new game it offers the perfect opportunity for the implementation of a both server- and client-sided visual scripting system.
It's not clear why this feature has not been striven for. Maybe it would have been too much work.
The greatest thing about introducing a new technology to Inexor is that you often can't forsee all the great things people will come up with when they use new features. In Cube2 we've seen people create remarkable gameplay by making the most of the technology that was available. But the creative mind of those people is far greater than the boundaries of technology which sets limits to them.
There is no limitation to what could be done with this. Everything we want to be possible will be possible.
- DOOM has an integrated map editor called Snapmap which has an integrated visual scripting enviroment.
- John Gebhardt gave an interesing talk about the use of visual scripting enviroments in the future.
- Unity has a visual scripting plugin called Bolt.
- Unreal Engine 4 has a great visual scripting enviroment called Blueprint. In Unreal Engine 3 this was called Kismet.
- Godot Engine is an open source engine which supports visual scripting since version 3.
- CRYENGINE has a visual scripting tool called Flowgraph
- Glitchspace is a game which incorporates visual scripting as part of the game. You have to solve scripting problems to navigate through the game world.
- ICanScript is another plugin for Unity engine.
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[[ [Intent] Perspectives of script execution]]
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Branches | Issues | Main developers |
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hanni/3DVisualScripting | #99, #111 | @IAmNotHanni |
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