Is this good idea? I think this could be faster in some situations, rather than using nodes for creating logic. In other times this could be easier for development…
Node has code editor (also mine), and will show if there is error in code. Script is saved into js file when save bang is fired, or when save is clicked in editor.
It would be great to make node run on different thread, then use async update of pins. This way it could make use of multiple cores.
Any suggestions are welcome…
cool! combined with the vvvv.js connector node, i think we are getting close to a bridge between the two platforms :)
it was cool…
but how to using in vvvv, any instructions?
I just built this node yesterday (using some libraries that I made before).
There are still some bugs to work out…
I guess I could upload source here, but it is not jet ready. I just wanted to see if there is interest for this kind of stuff…
There is also built in compiler for c# code, i guess it could be used to build nodes on the fly. Just as this, but it would be easier to implement multithreading. I run some tests with js library (it is already kind of async), I tried to run them on parallel threads. But it crashes.
I did this, because I had performance problems. My HLSL code is using only 60% of my gpu. (Considering that I have multiple scenes with shadow mapping, multiple post effects and layer blending)… While, once I dynamically load up the patches it becomes slower and slower. Well patch becomes slower, and gpu usage drops… So, I guess it is due to vvvv, and the way it updates all the nodes. On some really fast machines this is not much of a problem, but I wanted my patch to be scalable.
i wonder how dynamic pin generation is being done. usually it has to finish before the first evaluate, no?
anyway, i think it’s a grand idea to be able to script js besides coding .net
I also thinking about implementing this type of node as replacement for [Expr (Value](https://vvvv.org/documentation/Expr-(Value). Can you share your sources?