I have a few questions - Is this inspired/based on the Blender node editor package?
Some stylistic choices look very much taken from there, even if some other details (eg font) look much more primitive
- If itâs not based on that, why?
Blander has an Excellent Python-based cross-platform ui which is completely open source. Iâve always thought itâs a crying shame thatâs not available as a package to build desktop apps. And I think it would be very good to take things from there, like their very mature graph editor
Hello, creator and maintainer of Nodezator here. I love Blender. Used it a lot until 2013. The only reason I haven't used it in the past few years is because I'm not involved with anything that requires me to work with 3D design. In addition to that, I found out recently that Blender doesn't launch anymore on my 4Gb RAM machine.
Blender is the reason why I created Nodezator, that is, because I wanted to use Blender's node editor for general computing as well, not only for 3D related workflows. I even bought Bartek Skorupa's DVD course on compositing with Blender, remember that?
Certainly there must be possible in theory to fork Blender's node-related internals into a standalone app. However, I very much doubt that'd be a trivial task, much less for someone in my situation at the time. When I started making Nodezator I had only been using Python for 2 years and knew nothing of C/C++.
According to Blender's developer website, Python is used for "interface layout, simple tools, key-maps, presets and add-ons", while GLSL is used for shaders and all the rest of the code is C++ (and a bit of C). There's also the size of Blender's repo (1GB + 979MB of LFS storage). With 1GB of source, even with someone skilled enough to disentangle the node editor bits from Blender's source, I believe it would still take a lot of time and probably not an endeavour for a single person. I think that is the reason why no one did it before.
That'd be awesome though!
Animation nodes plugin for blender did wonders for understanding blender bedfore it was basically consumed by the core team by Jacques Locke
That last point is _very_ interesting.
Blender was my first thought here, too.
A while ago, I was asked to write a plugin for Blender since I really liked the program. I looked into it but realized that it was a python-only situation and I really just can't stand coding like that, so I passed on it. But if I could get the python ecosystem without having to code like that - that's a really interesting prospect!
Never looked in to its package size, as far as UI goes, but that does sound like something that could be interesting! I do wonder how different it is from imgui, but there could be something there!
Great work, I love node based uis! I'm still looking for an isolated minmal python package that soly does the backend part of these graph node frameworks like comfy, n8n, or node-red. I.e loading json & serialziing, executing nodes. Which also includes the various ways of processing nodes. Like topology sort, node executing queues. If you all know something lmk!
Hello, creator/maintainer of Nodezator here. Nodezator is not a framework, but an application where you can load, connect and execute your Python functions as a graph. You can also export your graphs back as Python code. Even so, it seems it is not what you are looking for.
Unfortunately I don't have much experience with other similar projects. I did research many of them before deciding to make my own in case one existed that already met my needs. Didn't find what I wanted, which is why I made Nodezator.
However, this doesn't mean what I found was bad. Quite the contrary. There are a few interesting node editor projects in the Python ecosystem, each awesome in their own particular way. Unfortunately, as I said, I can't say much about them, and some of them don't seem to be maintained often. Even so, I'll mention them here in case you want to take a look.
Ryven - always come up in node editor discussions PyFlow - another one that is mentioned often DearPyGui - python GUI framework built on top of imgui, includes facilities for node editing interfaces (I find their nodes very charming) NetworkX - not a node editor framework, but a lib with lots of utilities for representing and operating on graphs
Say more. Are you wanting âNode-RED but for Pythonâ? Or the non-UI parts that are accessible programmatically?
Iâve had similar interests and realized I essentially needed two things:
1. Something like âFastAPI without the HTTP partsâ. Basically a request/response cycle with middleware functionality, where we run a registered Python callable in response to a JSON request, but where that JSON request can be from any source, like âpulled from a queueâ or read from the command line, instead of âpushed from a web browserâ. For that I essentially pieced together a basic task registration decorator class with pydanticâs `validate_call` decorator and let pydantic handle the serialization/deserialization. There are libraries like FastAPI, typer, Celery and others that do this, but theyâre all tightly coupled with specific transports. I want to be able to delegate to a developer âbuild a function that takes this JSON and performs this task and returns JSONâ, but not with HTTP (FastAPI), and I donât want to be required to add Redis to run some small task (Celery), and I do want the task to be callable by CLI (typer), but not only CLI. It seems like there are all of these tools but none of them are loosely coupled enough to do this in a straightforward way.
2. Some way to run a directed acyclic graph (DAG) of those registered tasks. There are lots of tools that do this in varying degrees of heaviness (Airflow, Luigi, Dagster, etc), but for a lightweight solution this is built into Python with graphlibâs TopologicalSorter. But the point here would be, whichever one of these you pick, it helps to have #1 available in a way that allows for generic ârunning approved Python functions from JSONâ.
So I sort of have those parts of it roughed out, but now Iâd also like a better UI for it, for instance to allow for a more high level dashboard red/yellow/green status of things, or to enable a less technical user to adjust the schedule of a registered task, and so on. Djangoâs admin portal is a first step her but ultimately weâd need something more interactive to make it a team effort where more employees can contribute without needing to know Python.
NodeRED has a very simple json format to describe flows - basically an array of objects with each object describing a node and its connection.
If there were to be a commonality of formats between various node-based programming environments then an interchange between backends and frontends would be possible.
I was thinking of creating a python interpreter for node red flows but stopped at things such as jsonata support and mustache template engine.
NodeRED does make much use of its underlying NodeJS roots.
I can see some advantages of this kind of editor for specific contexts, like if youâre building a shader, this UI forces you to be purely functional without explicitly teaching purely functional concepts.
But it seems like thereâs also a general feeling that this is easier than learning how to code, and I guess my question is⌠is it? Is this really a better idea than a simple to use API with a DSL (or just a simple language like Go or Lua). Is it just less intimidating to beginners?
You still have to learn the concepts and rules of the system, in addition to figuring out cable management. It seems to make documenting your âcodeâ a lot harder. And now with AI assistants, youâre giving up even more by not working with text.
I've got 2 decades of professional programming experience under my belt and I still think node graph editors are grand. I regularly use VFXGraph / Shadergraph / Custom nodegraph editors for various gamedev things (e.g. dialog trees, checkpoint graphs, all sorts of things)
I'm very defensive of my "repl latency". By that I mean, how much effort/time does it take for me to see the results of my change in action? Every node editor that's found its way into my workflow brings that latency down to real time.
They provide much more information so much faster about every change you're making as you're making it. It's like a causality scope. If the widget you're tuning/iterating on benefits from that, they're a joy.
Isnât that, again, specifically a benefit of being purely functional?
To me, the way inputs and outputs are presented in nodegraph editors adds value on top of the benefits functional programming provides. You see the cascade of every change in real time. Change parameters and see every stage's new inputs and outputs as they're transformed.
If I added Logger.Log calls to show as much info, my console would be a blur. I wouldn't be able to click on a parameter in my log and change its value and see what the consequences were.
You can change values at a breakpoint, but that's a single moment in time. If your code's running at 60hz, breakpoints can feel like trying to solve a where's waldo through an electron microscope.
I have not came across any workflow in my IDEs that is as flexible and informative for the situations where nodegraph editors shine. If something comes to mind for you, I'd love to know about it.
There's no theoretical reason a text editor couldn't be made to show the same cross section of key information though. TempleOS is kind of like that lol.
One really nice thing about visual programming in general is that it can be done from a phone. Not so much with free nodes, but with more constrained block based interfaces it can be pretty easy.
It's really nice for IoT controls, you can edit stuff without taking a laptop to the thing you're editing.
It also doesn't require memorizing anything, although LLMs largely solve that in text.
But before that one off tasks were annoying in text, every three months having to Google the exact same command syntax or dig up an old script as a reference just for one line of code.
Hello, creator and maintainer of Nodezator here.
> seems like thereâs also a general feeling that this is easier than learning how to code, and I guess my question is⌠is it?
IMHO, node-based programming will never and should never replace text-based programming. Neither is in fact a replacement for the other. There are problems that benefit more from one approach and other problems that benefit more from the other one. There are also many problems that benefit from the cooperation between both approaches. There's even problems for which we should use neither, for instance, when a spreadsheet would suffice.
Unfortunately, many node editor projects sell/promote their tools as silver bullets that will solve all people's problems and replace all their tooling. I think this attitude prevented a more wide adoption of node editors and harmed their reputation a lot. It also prevented a lot of experimentation with them that could have led to more established and efficient workflows.
In the Nodezator project, it is quite the contrary. I only recommend the usage of a node editor, including my own, for specific problems for which node editors are better suited.
Which kind of problems are that? Well, since node editors are still not used much as tools for general computing, we only know about specific domains, like media compositing, for instance. There's much to be researched and experimented still.
I myself use Nodezator for generating position animation data for a 2D game as well as images that I use in video editing workflows in other apps. This year I've been very busy with development work so I didn't do much research, but since last year I've been experimenting with a lot of different tasks and documented my findings a bit. I'm only scratching the surface though. Experimented with SVG image generation and even parametric generation of 3D models. If you want to know more, you can check this thread on twitter/x: https://x.com/KennedyRichard/status/1747605744361300126
I'd also like to experiment more with workflows for non-programmers in the future (for instance, where someone designs a set of nodes and only teaches a non-programmer how to combine them for various tasks), although I already expect node editors to succeed in various domains regarding this (but as I said before, never replace text-based programming). The reason is that it already is used like that with success in other software. For instance, in Blender 3D, where non-programmers use their node editor for many different 3D-related workflows.
If you wish to look into DXFs I worked up a technique for making them at:
https://github.com/WillAdams/gcodepreview/blob/main/gcpdxf.p...
Itâs somewhere between excel and traditional source trees. It isnât a bad idea, but the tooling isnât there for general purpose work.
Hello, everyone! Creator and maintainer of Nodezator here!
Oh, so this post is the reason why the traffic for Nodezator's GitHub repo has been spiking today. I already replied to a few questions here, but I won't be able to do many more today. I'll try to answer all of them over the time though, so ask as much as you'd like. Thank you for taking a look at my tool and for all the feedback provided, it is much, genuinely appreciated.
DearPyGUI with its imnodes extension seems to be a good candidate as well.
Also, not a node editor, but NetworkX also has ways to represent and operate on graph data.
the customizable node source code is neat
Very nice! It might be able to run on the browser with pygame-wasm/pybag
Creator/maintainer here!
December last year a user managed to run an instance on browser, as can be seen here: https://sefgit.github.io/nodezator/build/web/ (you must wait a few seconds for it to load, them again after the black screen, at least for me, but it works)
Corresponding repo: https://github.com/sefgit/nodezator/tree/nodezator-pygbag-de...
There are no official plans to bring and support Nodezator on the web for now, given how much Nodezator still has to evolve and implement. However, initiatives like that are very interesting and may indeed inspire and motivate us to pursue the possibility in the future.
Love the auto connection graphics choices :)
Thank you! Creator/maintainer here! My favorite is the ball toss one!
I'm happy I also included the more serious one (the one which is just an assisting line), so people can switch to it when they need to focus more on the work, though.
After I announced the feature, back when it was just on a dev branch, a lot of people either implemented the feature on their apps or requested the feature from the devs of their favorite projects.
That's the nice thing about open-source projects, that is, that we can all share knowledge/solutions.
I even wanted to submit an addon to Blender 3D, one of my favorite OSS projects, but unfortunately its more recent versions don't even launch on my 4Gb RAM machine (which is understandable considering how the scope of the project grew in the past years).
Socket proximity detection, regardless of the graphics used, should be available in every node interface, cause moving the mouse precisely between sockets to connect them in a single motion can be annoying, specially considering the countless time we must repeat such action in a single node editing session. Increasing the size of the sockets to help this isn't a good solution either, because it would take precious space from the nodes, which is better left for widgets and other useful controls.
The hand-holding and the ball toss are both super cute.
Yeah, that's a nice solution. I hope there's something as clever as that for long distance connections. One of the pain points of graphic programming is large panes with lots of nodes.
FTA: âFor instance, this is all you need to turn numpy.save() into a node:
from numpy import save
main_callable = save
third_party_import_text = 'from numpy import save'
âSo, if you want to turn multiple Numpy methods into nodes, youâll have to copy-paste-edit this?
Looks unergonomic and slow (repeatedly parsing the Numpy file, once for each node to create) to me.
I would think a single file
from numpy import save,foo,bar,baz
should be enough to more efficiently generate four versions of the above.What do I overlook?
Creator/maintainer of Nodezator here!
You are completely right. This very week someone on Discord presented a relatively simple script he came up (with help from AI) that could do the job relatively well.
As the creator/maintainer of the app, I always appreciate this kind of feedback.
In this specific case, as I said to the person that presented the script, I did think about the possibility in the past, but didn't put time into it because at the time there were a few corner cases that came to mind.
Also, as someone with insight into the many different parts that comprise Nodezator, it is not enough that a existing/pointed solution works, I must also think about ways in which these solutions integrate with the rest of the app, in order for everything to play well together.
For instance, that is not the only improvement I'm planning for the node definitions. I have several ideas, both mine or shared by other users, for improving the node definitions. So I have to plan everything carefully before deciding on anything to avoid redoing things.
Again, thank you for pointing that out though!
At a guess, the implementation detail/difficulty of making multiple nodes from a single declaration.
You could use a script to automate creating the modules from import specs.
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