I’m curious about a few things. I actually own Behavior Designer and Playmaker. Both are quite revolutionary and can feel great to use. However, I’m seeing NodeCanvas and it makes me curious.
What is NodeCanvas vs. FlowCanvas?
-> I saw you saying that FlowCanvas can have access to much lower-level parts of code but can you provide me any further ideas/examples as to how they differ?
Furthermore, how do these potentially differ from something such as Behavior Designer?
-> Do you think it would even be worth it purchasing one of those if I already have Behavior Designer?
I personally bought NodeCanvas after deciding to go forward with FlowCanvas – they integrate perfectly together, whereas Behavior Designer is the competition & the dev there doesn’t want to add integration.
Thanks @rixter757 for helping out. This post is quite helpful 🙂
@indie, If you have any other questions feel free to ask. In a nutshell, NodeCanvas has both FSMSs (Playmaker) and Behaviour Trees (Behaviour Designer), as well as Dialogue Trees in one consistent package, meant to work seamlessly together.
FlowCanvas is a much more freeform event-based visual scripting system in the likes of Unreal blueprints. Rixter’s post explains that quite well.
The big benefit of working with NodeCanvas+FlowCanvas is that all these systems (FMS, BehaviourTrees, Dialogue Trees, FlowScripts) work seamlessly and consistently together.