Quote Originally Posted by ORi View Post
I'm curious why you say that? I mean Kismet nodes and grouped nodes, when built correctly are like classes(maybe because they are classes) so they should be as reuseable as OOP code when designed correctly and you can create instances of variables. its more for people who prefer to think visually.
Because kismet is associated with mao you are using it.
Also you can't just reuse code like in OOP. Yotinu have to duplicated your solutionm over and over it's not opitnal for high dependable solutions (like games ;p).

I think we can both agree that what matters more is HOW you code rather than what language or system you use, spagetti complex can happen either way.
Of course. But kismet is not generating any visible code for user. You can make some complex operations withing it but you can't reuse them later in other project. Because they are connected stricctly to map. As I said hard to update and maintainm what if will find bug ? Or want a new feature or some old feaure are removed and have been using them ?

The only truth I recognize from what you say is that it maybe less efficient (slower) than direct coding but then so are any script languages when compared to compiler languages and compiler languages when compared to machine languages so in most cases unless you are building a massive undertaking (The kind that can give the CPU a hard time breathing) I
m because I didn't would think that is negliable.
Then you dont see any truth, because I said nothing about perfomance. I talk about project maintaing. Which is much harder with tools like kismet and flow graph. These tools were made for simple map scripting not for game making.