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Comment by jayd16

The tone of the article feels really preachy and full of itself without even fully understanding why Blueprints work well for games.

Killer features that come to mind are:

You can drag and drop asset references instead of relying on textual tokens.

You can build a framework where incorrect code does not fit together, or pins dont connect, or draggables do not allow for blocking. It's a much better feedback to a certain type of person than a textual error.

Then the article seems to go on and on about knowing how to make a great visual programming language despite not producing one.

parent jayd16 1 year ago

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