I mean how does it work at runtime?
Well from RegisterOutputTrigger(“Exit”); it seems that input functions attached in graph to trigger Exit will need be called through reflection. Or does it also generate some code that works at runtime?
No Reflection during runtime. All code is generated on program start, or when the GameObject with Vizio-graph is created (or receives the Vizio-code from Network for example) - just one time per object live and next, all calls is transferred by delegates.
Very fast and stable. No reflection in execution.
Yes. This is something similar, but without Kismet limitation and much more faster. With my system everybody can create any conceivable code without any limitations. (in near future).
No. When the graph is created during runtime (on Start or when object with graph is created), the core prepare all necessery delegates and store it in the Dictionary.
When the logic block call ActivateTrigger(“Exit”); the core just looking in the dictionary and execute the found delegate by this key. This Delegate calls a some method in other logic block (to wich it is connected by the link). And so on.
As Quest3D and recent Unity user, I think that Quest3D is far more productive.
I really hope you can go with this thing, and may not have to return to Quest3D…
All my humble support if needed.
When is this comming out?
I have a very complex FSM on my current projet that will be simply done with this visual editor.
Can i really do anything that could be done with code or is there any limitation?
Cheers,