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Yeah i'd also go with unity as a 'low-code'-tool -- not just for the visual-scripting part, but also for the ability to easily add custom editor-tools for every workflow there is and therefore adding just more "low-code"-Tools to the game. We have about 100 custom tools in our studio -- often not more than a few lines of code, but our level-designers can script their own behaviors on top of that. I'm still waiting for an open source tool (not even focused on games) that incorporates code, data and ui this beautifully^^.

(Godot has the same basic principles but w/o the indefinite power of c# as modern and widely used programming language)



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