Logic Bricks - are or will they be able to replace scripting?

That would be certainly a good thing to see how things are done. I am still uncertain if Armory will give me what i am looking for and therefore I decided to wait a little until i realy understand what Armory is really all about!
Cheers
Bildermensch

I was wondering about the same thing about logic node without the need to code, only a few common functions is all I need such as:

  • Html page redirect or load another scene.
  • Click or mouseover triggered animation event.
  • Animate sprite or sequence if images.
  • Move camera location, point at, easing, restrict orientation…

Hi @Bildermensch,

To answer your initial question; you can build games using the node-based system right now without writing any code at all, but it’s possible and likely you will find that some functions are missing depending on how advanced the game you are building is. Missing/new nodes can be implemented quite easily though so if you run in to that problem you can just open up an issue on github and describe what is missing.

Here is a list of the currently implemented nodes.

BR,
guzzard

Hi @Philip_Knobody_Fong,

Html page redirect or load another scene.
SetScene and SpawnScene nodes can be used. Example here. Html is accessible through script with the HtmlAccess trait currently, but should be no problem implementing a node for that at some point.

Click or mouseover triggered animation event.
OnMouse and PlayAction nodes can be used for this. Example which uses OnMouse here. Example which uses PlayAction here.

Animate sprite or sequence if images.
Here is a sprite sheet animation walkcycle example. It animates when moving the character using the PlayTilesheet node. Another sprite sheet example here.

Move camera location, point at, easing, restrict orientation…
Objects can be translated, rotated, scaled etc using nodes. Pointing at, tweening/easing, lerping is available through script, but could be implemented with nodes as well. Manual lerping etc should be possible with nodes currently, but might be a bit tricky. Restricting movement/rotation for certain axes is possible though the Blender UI as well as through script currently. Should not be any problem adding nodes for that either.

Here is a list of the currently implemented nodes.

BR,
guzzard

Thank you very much, Norton antivirus removed a few items in Armorysdk, had to disable it before it can work.

Would be good to see example .blend files with the essential node setup, starting from scratch means a lot of wasted time stumbling here and there, how to rotate, pan & zoom view with mouse, for VR tour?

This HTML5 export instruction is wrong:
Select HTML5 in Properties - Render - Armory Project - Target. Hit Publish to export HTML5 files.

Should be Armory Exporter, click +, options will appear, choose Target output type to HTML5.

@Simonrazer, no too old. Im working in Blender Game Engine today with blender 2.79b mainly with python scripting. Im very interested in Armory 3D but first i need find the “equivalent” instructions between python for BGE and Haxe for Armory 3D.

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There are quite some examples for Haxe scripting on the Armory github page where you can look up how to do some things, also the manual has two tutorials. But the most helpful resource for me are the logic nodes. In the node editor N-panel there is a button that links you to the Haxe code that makes them work, which you can then after testing the node’s function use in your script.

Good know about the “Open Node Source” button. I’m going to see the examples and study them.
Thank you @Simonrazer

I have created a bunch of video tutorials that cover some of the subjects in this thread all using nodes. you can find them at http://www.youtube.com/c/ArmoryBlenderGame

Hopefully that will help see what armory can do.

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Subscribed. Hope you will create more tutorials of node logic for newbies. Armory is looking very promising but it has lack of detailed tutorials how to build 3d games.

I defiantly will be. I plan to do as much as possible in nodes. I have yet to do anything in code other than to borrow the 3rd person character from one of the template.

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Yeah TPS detailed tutorials in Armory3d would be great, charcter set up with ability to walk, run, jump, ledge, prone, attack would be great. And of course some enemy AI tutorials - like pathfinding, patroling, attacking, fleeing. Thank you very much for your efforts. :slight_smile:

The AI issue is a pretty advanced topic in game creation. At some point I will probably get there but people have to realize that armory has 1 person developing it for about 1 year. How long did it take for Unreal and Unity to get all this built in as paid for software. How all this will work in nodes is something I have not explored yet.

As for the character much of what you asked about is already in the character node in the Logic pack. Attack, prone and the like combine animation with code should already be possible I just haven’t decided to go deep into those element.

Thank you @Monte_Drebenstedt for the videos.

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Simonrazer made an impressive work using just logic nodes for: ACXT3R - the Armory community shooter
…and this is just in beta. I don’t think they cause much aditional lag than scripting.
What I think is that nodes make possible, even for me ( a complete zero talent for code person ) at least understand what is hapening and even “code” some simple things :slight_smile:

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Logic bricks needs work in their design, it’s not as fast as UE4 Blueprint.
For example i wanted to make ad variables addition and i found it would need too many nodes and some repetition while it’s simple and fast to do in UE4.
Also remember visual scripting is not compiled, its lot more slower than scripting, it will fit a small game while scripting is what to use for a bigger game.

For AI in UE4 there is Behaviour Tress graphic editor, it saves lot of work because you don’t code the AI, you design it in the graph BT using action nodes you created.
For a complex game based on characters this is the best way to create AI.

Again, as all this seems great for UE4 we need to allow Armory to develop. I have not found the nodes to slow down my work at all and they add so much to help new people and artists to create work. They are so much worth it. There are already experiments going on in the community dealing with AI that show promise. If you are trying to build a saleable game I don’t think Armory is the solution yet but for interactive demo work and many educational solutions I think it could be very much usable.

I agree, for a saleable game that goes beyond a small game or demo, Armory need more work.

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Logic nodes are actually compiled to Haxe right before compiling the whole project with Kha. They are no different than the Haxe scripts that you would write by hand, other than a difference, maybe, in the exact way you would write the code and the way the node’s Haxe source is written. There is no reason that they should be slower.

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