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I haven't used the Godot one but they have something similar in Blender and I find this type of programming really hard to reason on.

An algorithm is supposed to be a sequel of instructions and it is easy to follow in code(you go from top to bottom) but it's hard to follow when represented as if it is a set of pipes going through boxes. Also, the boxes often require specific type that is not compatible with the output from the previous box and you need to create an algorithm for type conversion and that appears as prominent as the actual algorithm that you are trying to create(in code, you can hide the type conversion complexity behind a function, for example) and as a result it's really hard to get "the gist" of the algo when represented in this visual style.



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Hmm most visual scripting languages I’ve used let you abstract things

You would just move the conversion logic to its own re-usable block and place that in your algorithm

Then if you say double click the conversion block you can see the logic inside it


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