Look up Unreal blueprints, shader graphs, procedural model generation in blender or Houdini. Visual programming is already here and quite popular.
Look up Unreal blueprints, shader graphs, procedural model generation in blender or Houdini. Visual programming is already here and quite popular.
The implied audience of this post (not clear) is people writing business applications, web dev, etc. The examples are picked to reflect what could be useful to those developers. In other words, all the examples you mentioned are great but they are not how a "software engineer in a software company" does their job.
creating blueprints or max/msp programs is definitely software engineering, it requires you to think about correct abstractions, computations, data flow and storage, etc.
also, there's currently 398 Rust jobs worldwide advertised on linkedin, vs. 1473 for "unreal blueprints"
Since my current project does involve wrangling AI to do stuff - forcing it to output a consistent, complete, large JSON with an exact specific format is very difficult and takes a lot of time (you won't be able to draw Blueprints line by line to show to the user that AI is processing). Definitely no autocomplete-like experiences maybe ever.
For example, look at the text representation of these 6 (!) nodes:
https://blueprintue.com/blueprint/yl8hd3-8/
It's enormous.
And the second even bigger problem: On forums and basically everywhere all users share screenshots with descriptions. There's not enough training data for anything meaningful.
I tried to force copilot/gpt to output even a small sample of copy-pastable blueprint and it just can't.
- BPMN https://nl.m.wikipedia.org/wiki/Business_Process_Model_and_N...
- MDA https://en.m.wikipedia.org/wiki/Model-driven_architecture
- MBSE https://en.m.wikipedia.org/wiki/Model-based_systems_engineer...
The tooling on these for Analysts I feel is not on par with tools for Developers. Often outdated and enterprise-only both in price and complexity of use.
- https://en.m.wikipedia.org/wiki/Model-driven_engineering#Too...
Any more insights welcome. At first I expected to find a complete “draw a model, generate api + sourcecode with validation functions” ecosystem of interoperable ecosystems. Apparently the market is not there yet.
Unreal blueprints, Substance Designer, Houdini, Blender's geometry node, Unity shader nodes... they all look different and act differently. Different shortcuts and gestures. Different window/panel management.
Different programming languages have different syntax rules and libraries, of course. But at least they're all manipulated with one single interface, which is your editor. If you use vim binding, you don't need to worry about "what pressing K does". It moves the cursor down for all the languages.
People who spent X hours customizing their vim/emacs will benefit from them no matter what language they use next. I spent a lot of time customizing my Houdini keybindings and scripts, and this effort will be thrown out the window if I later switch to Blender.
The incentives aren't quite there at the moment but maybe someone like Microsoft or Jetbrains takes a stab at it.
I guess that leaves jet brains
This way of expressing computations lends itself well for shader programming where the concurrency of the GPU discourages manipulation of arbitrary state.
In contrast, business logic programmed for the CPU is generally more stateful and full of implicit feedback loops. IMO these types of computations are not expressed well using node based visual programming tools because the state manipulation is more complex.
Unity has had multiple visual programming packages and people don't really care. Writing 2017 era C# paradigm code with an API resembling 2004 Macromedia Flash is not nearly as bad.
People cared enough for Unity to buy one and make it official but Unity doesn't care so it mostly just rots.