(Plugins) ProtoFlux nodes with arbitrary/dynamic Inputs and Outputs #5715
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ColinTimBarndt
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How does ProtoFlux handle nodes with such a dynamic structure? There are already input and output lists, but they are limited to the same type.
The only node I could find which actually has arbitrary/dynamic inputs and outputs (not just a list of the same type) is
ProtoFlux.Runtime.Execution.NestedNode<C>. It is obviously not currently implemented to be used within FrooxEngine (no bindings), but it does implement dynamic IO usingInputMapping,OutputMapping,ArgumentList,CallList, etc.NestedNodehandled differently than all other nodes?INestedNodefor this?ExecutionNode<C>has a few virtual methods and getters for fixed and dynamic inputs. Could I override those for a similar effect?I'd be interested to know more about the inner workings of this.
The broader context is that I'm working on a plugin which is adding WebAssembly support to experiment with ways to integrate it into the game, not just for ProtoFlux.
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