Magnit.NodeGraph
stride-website
Magnit.NodeGraph | stride-website | |
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3 | 12 | |
7 | 9 | |
- | - | |
10.0 | 9.4 | |
over 1 year ago | 16 days ago | |
JavaScript | HTML | |
MIT License | MIT License |
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Magnit.NodeGraph
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JSON Canvas – An open file format for infinite canvas data
Oh sweet! I was in the middle of building my own version of a node-graph component (ref: https://github.com/catapart/Magnit.NodeGraph), but the `canvas.js` implementation from this JsonCanvas repo is exactly what I was trying to build. I really, really like how elegantly uncomplex it is. Could not have been more exactly what I was looking for. So thanks for this!
As far as the spec, I don't really like the idea of forcing well-known types for the nodes. A generic spec should allow for entirely generic nodes that can represent themselves to consuming functions with a 'type' property as a key, as well as arbitrary data types linked to arbitrary nodes. For instance: one of my use cases is an 'addition' node, which would take two number values and produce a number value. This node would also use an entrance execution pin as well as an exit execution pin.
If the spec were to include a 'pin' data type and capture the type keys and labels for pins, those pins could be stored as a list on the node. Then, the type property could just tell the executing context how to route the node data and the pin properties would bring type safety to the functional inputs passed to the mapped function.
Anyway, I assume all of that is out of scope for initial offerings, but that's my two cents on a generalized node spec. Regardless, thanks again for the sweet, simplistic node graph implementation!
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Visual Node Graph with ImGui
> If people don't intrinsically understand you, maybe you need to go in to more detail so your explanation isn't so abstract.
People did; you didn't.
> Ergo, vis-a-vi have you ever actually tried making a graph that is rearranging itself while you're using it?
No one said anything about "while you're using it". Linters don't fuck up your text as you type it. It's a utility like anything else. And, YES, I have built a working version of one. It doesn't use machine learning/tensors at all, and it's a fucking nightmare to develop. I can see exactly where those things would help me. It's too abstract, to you, to understand? That's a shame! But other people seem to get it, so if you are having trouble, maybe try approaching your ignorance with openness and curiosity instead of cynicism and trivialization ('uncross some lines').
If you want to know how much time I've spent working on node edge graphs, you wouldn't believe me. But I can at least point you to the start of the web-component version I'm porting: https://github.com/catapart/Magnit.NodeGraph
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Node-Based UIs
Shameless plug time! I've been working on something like this as a custom web component with no dependencies: https://github.com/catapart/Magnit.NodeGraph
Not the most feature rich - I'm developing it for a single project, so that's project's needs come first. But it's rudimentary enough to start from if you're looking to build your own, and it's simple enough to customize if it already does what you need.
stride-website
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Alternatives to Unity, Unreal, and Godot for 3D games
Stride: https://www.stride3d.net can be what you are looking for. It's very similar to Unity, open source and uses C#.
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I would say to Unity developers, don't use Godot.
For 3D games, check out the engine: Stride Engine or Flax Engine.
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Visual Node Graph with ImGui
Check out Fuse[1/2]. It's an open source library for visually programming on the GPU. It is built for use in the visual programming environment vvvv[3].
VVVV itself is based on .Net and you can extend its functionality by either writing nodes in C# or import just about every existing .Net library just by referencing it or installing it as nuget. No need for wrappers[4]. For rendering vvvv uses the Stride [5] game engine which comes with a really neat shader system / language which is basically a superset of HLSL [6]. In vvvv those shaders are represented as nodes and you can open them in your favorite text editor directly from the vvvv evironment, edit the code, save and the changed result will instantly be loaded in vvvv[7].
[1]https://www.thefuselab.io
[2]https://github.com/TheFuseLab/VL.Fuse
[3]https://visualprogramming.net
[4]https://thegraybook.vvvv.org/reference/extending/overview.ht...
[5]https://www.stride3d.net
[6]https://doc.stride3d.net/latest/en/manual/graphics/effects-a...
[7]https://thegraybook.vvvv.org/reference/libraries/3d/shaders....
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What the hell am I gonna do
Check out Stride https://www.stride3d.net/ It's similar to Unity, was built for 3D, and is free & open source.
- Has any of guys heard of Stride3D before?
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Stride game engine as an alternative to Unity
Since there's a lot of devs currently who are looking for an alternative to Unity, I recommend you check out the Stride game engine. It's built in C# so is fully integrated with the .NET environment. Super easy to transition to it from Unity, and it is open source!
- List of Unity alternatives
- Stride is an open-source C# game engine for realistic rendering and VR.
- Unity: We Have Heard You
- Is this open source Stride engine as good or better than Godot?
What are some alternatives?
nodes-io - A new way to create with code.
armory - 3D Engine with Blender Integration
o3de - Open 3D Engine (O3DE) is an Apache 2.0-licensed multi-platform 3D engine that enables developers and content creators to build AAA games, cinema-quality 3D worlds, and high-fidelity simulations without any fees or commercial obligations.
tiny - Tiny is a lightweight 2D game engine that allows developers to easily create games using the Lua programming language.
themachinery-books - This repository contains the source of "The Machinery book " and some other books.
pyxel - A retro game engine for Python
FlaxEngine - Flax Engine – multi-platform 3D game engine
VL.Fuse - A library for visually programming on the GPU, built to enable rapid workflows and modular approaches to accelerated graphics, logic and computation.
Fennel - Lua Lisp Language
Stride Game Engine - Stride Game Engine (formerly Xenko)
cocos-engine - Cocos simplifies game creation and distribution with Cocos Creator, a free, open-source, cross-platform game engine. Empowering millions of developers to create high-performance, engaging 2D/3D games and instant web entertainment.
mojoAL - An SDL2-based implementation of OpenAL in a single C file.