Visual Logic Editor (Antares VIZIO) : (video screens)

(See also : Antares Project Addon (free) , Universe showcase)

I have work over the Visual logic environment for Unity 3.0
Work in progress, but now, I can show the first video shot from my Vizio Editor.

Old Virtools Quest3D users, Welcome!

15.11.2010 :
http://forum.unity3d.com/threads/59121-Visual-Logic-Editor-(Antares-VIZIO)-(video-amp-screens)?p=429925&viewfull=1#post429925

19.11.2010 :
http://forum.unity3d.com/threads/59121-Visual-Logic-Editor-(Antares-VIZIO)-(video-amp-screens)?p=433116&viewfull=1#post433116

21. 11. 2010 :
With VIZIO, you can Create your GUI right in Editor Mode!

22.11.2010 :
Internal External Web Help in VIZIO.

24.11.2010 :
Antares.VIZIO : Creating GUI right in Edit Mode (VIDEO)

28.11.2010 :
New Features

29.11.2010 :
VIZIO is going to have a built-in encrypting system, which will totally protect your application from code hacking (read more).

30.11.2010 :
New video from VIZIO : improved GUI editing and cross graphs communication.

08.12.2010 :
Stress test : Draw a thousand blocks without CPU overloads.

09.12.2010 :
How to create your own blocks in VIZIO

11.12.2010 :
VIZIO : Work space organization

14.12.2010 :
First stage of Closed Beta Test is launched.

22.12.2010 :
VIZIO works perfectly on Android.
VIZIO : Any code in any supported language in one single user-created block.

27.12.2010 :
The Wizard for facilitating the creation of Custom Block for VIZIO (included in project)

29.12.2010 :
iOS tested.

08.01.2011 :
Custom Inspectors for LogicBlocks

11.01.2011 :
Finite-State Machine in VIZIO
VIZIO : Local Variables

13.01.2011 :
Runtime Debugging : ON

25.01.2011 :
MonoBehaviour’s Universal Wizard Block. (Call any public methods everywhere in your project’s monobehaviours)

27.01.2011 :
Easy copying of VIZIO graphs between any cuantity of objects.

08.02.2011 :
Universal Wizard Logick Block.

18.02.2011 :
One beginner level tutorial

20.02.2011 :
Easy send and receive any data between graphs or environment.
21.02.2011 :
New Tutorial for our beta-testers. The Map .

24.02.2011 :
iTween inside Universe

27.02.2011 :
New user-created Smart Blocks
04.03.2011 :
Shortcuts

08.03.2011 :
Two new tutorials added.

16.03.2011 :
New tutorial added (and much more new blocks)

19.03.2011 :
New helpers (Arrow and Stickers) added.

01.04.2011 :
Universe (VIZIO) is approved to the Asset Store

Hey, looks cool. First question: is it reflection-based or are you generating code?

Both of it. For example, this is a source code of one Logic Block :

using VisLoEd.Core;
using UnityEngine;

namespace VisLoEd.Blocks
{
    [VisualLogicBlock("Rotate Transform", "Transforms")]
    public class TransformRotate : LogicBlock
    {

        [Parameter(VariableType.In, typeof(Transform), Name = "Transform")]
        Variable transform;

        [Parameter(VariableType.In, typeof(Vector3), Name = "Euler Angles")]
        Variable angles;

        [EntryTrigger]
        public void Rotate()
        {
            Transform transf = (Transform)transform.Value;
            Vector3 rotAngles = (Vector3)angles.Value;

            if (transf != null)
            {
                transf.eulerAngles += rotAngles;
            }
            ActivateTrigger("Exit");
        }

        public override void OnInitialize()
        {
            RegisterOutputTrigger("Exit");
        }
    }
}

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.

Amazing stuff!!!

Some of the most demanded extensions for unity are coming from the hand of the comunity.

Visual logic and Visual Shader editor.

Keep on the good work!!

Very nice.

Hi Neodrop,

pardon the question but will your Visual logic environment be somewhat comparable to Kismet in UDK ?

Sam.

Really good man. I don´t know if you have the interest, but Unity should think about employing you.

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).

I’m not alone 8)

So then this

ActivateTrigger(“Exit”);

Turns into something like:

class TransformRotateGenerated : TranfromRotate
{
   overload void ActivateTrigger(string trigger)
   {
       switch (trigger)
       {
           case "Exit":
               SomeNode.SomeFunction(parameters);
               SomeOtherNode...
               break;
       }
   }
}

What i mean is you still need to have one indirection level right?

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.

That is still one level of indirection :wink:
Anyway, will keep my eyes on this project :shock: :slight_smile:

May be you right, may by I don’t understood clearly your questions. :wink:
My teachers was japanese (good peoples, but with a bad english knowledge).

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, :slight_smile:

No limitation. You can use Vizio or normal code together in any combination. I will create a simple to use bridge from Vizio to the Code and back.

About release. I hope to release a beta in October.

Is there any runtime code generation? How is VIZIO performing?
Keep the hard work. :slight_smile:
Cheers,

Yes. Runtime code generation. Performance near to the original code. I’m not ready yet to publish any banchmarks. Work in progress.