FlowGraph
flowbase
FlowGraph | flowbase | |
---|---|---|
6 | 3 | |
1,022 | 161 | |
4.1% | 0.0% | |
8.1 | 0.0 | |
7 days ago | almost 2 years ago | |
C++ | Go | |
MIT License | MIT License |
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FlowGraph
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How do you make a custom workspace like blueprints inside the Unreal Engine
Flow Graph
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Flow Graph v1.2 is available! Suitable for your new quest system that doesn't use level blueprints at all. It works well with World Partition (new world management in UE5) where there are no sublevels anymore.
Long and detailed answer is here: concept + 20m video presentation explaining everything :) https://github.com/MothCocoon/FlowGraph/wiki
- Flow Graph v1.2 is available! It's the first release for Unreal Engine 5.0 :) It works well with World Partition where there are no sublevels anymore. Suitable for your new quest system that doesn't use level blueprints at all.
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Good resources for learning editor tools?
FlowGraph by MothDoctor - probably the most polished-looking of the bunch, updated frequently, and uses a variety of UE4 features
- Released version 1.1 of Flow Graph, an abstract system for clean & easy scripting of high-level logic like quest, mission, dialogues... This release improves support for blueprint nodes, adds multiplayer and Save Game support. It includes a long list of small changes!
flowbase
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The Free Lunch Is Over: A Fundamental Turn Toward Concurrency in Software (2005)
I see a lot of potential in pipeline concurrency, as seen in dataflow (DF) and flow-based programming (FBP). That is, modeling computation as pipelines where one component sends data to the next component via message passing. As long as there is enough data it will be possible for multiple components in the chain to work concurrently.
The benefits are that no other synchronization is needed than the data sent between processes, and race conditions are ruled out as long as only one process is allowed to process a data item at a time (this is the rule in FBP).
The main blockers I think is that it requires quite a rethink of the architecture of software. I see this rethink happening in larger, especially distributed systems, which are modeled a lot around these principles already, using systems such as Kafka and message queues to communicate, which more or less forces people to model computations around the data flow.
I think the same could happen inside monolithic applications too, with the right tooling. The concurrency primitives in Go are superbly suited to this in my experience, given that you work with the right paradigm, which I've been writing about before [1, 2], and started making a micro-unframework for [3] (though the latter one will be possible to make so much nicer after we get generics in Go).
But then, I also think there are some lessons to be learned about the right granularity for processes and data in the pipeline. Due to the overhead of message passing, it will not make sense performance-wise to use dataflow for the very finest-grain data.
Perhaps this in a sense parallels what we see with distributed computing, where there is a certain breaking point before which it isn't really worth it to go with distributed computing, because of all the overhead, both performance-wise and complexity-wise.
[1] https://blog.gopheracademy.com/composable-pipelines-pattern/
[2] https://blog.gopheracademy.com/advent-2015/composable-pipeli...
[3] https://flowbase.org
What are some alternatives?
ActionRoguelike - Third-person Action Roguelike made in Unreal Engine C++. Project for Unreal Engine C++ Course & Stanford University
concurrencpp - Modern concurrency for C++. Tasks, executors, timers and C++20 coroutines to rule them all
DlgSystem - Dialogue Plugin System for Unreal Engine
Echo - High performance, minimalist Go web framework
torrent - Full-featured BitTorrent client package and utilities
Vrmac - Vrmac Graphics, a cross-platform graphics library for .NET. Supports 3D, 2D, and accelerated video playback. Works on Windows 10 and Raspberry Pi4.
go-doudou - go-doudou(doudou pronounce /dəudəu/)is OpenAPI 3.0 (for REST) spec and Protobuf v3 (for grpc) based lightweight microservice framework. It supports monolith service application as well.
flowgraph - Flowgraph package for scalable asynchronous system development
GenericGraph - Generic graph data structure plugin for ue4
PurefunctionPipelineDataflow - My Blog: The Math-based Grand Unified Programming Theory: The Pure Function Pipeline Data Flow with principle-based Warehouse/Workshop Model
Game-Networking-Resources - A Curated List of Game Network Programming Resources [Moved to: https://github.com/ThusWroteNomad/GameNetworkingResources]
Flow - Package flow provides support for basic FBP / pipelines