EXECUTION FLOW CONTROL #5285
OneMonkeyArmy
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I have been a "POWER USER" of EPIC GAMES Unreal engine blueprints node system, since the very beginning.
Nobody can argue the fact that the architecture of the system is powerful and almost limitless...
Many other NODE based systems have also been developed, and have ,GOOD and BAD, PROS and CONS, Functionalities and limits...
When I discovered ComfyUI, my 1st and still top comment is: WOW, this is an extraordinary and revolutionary way of handling creation!!! What a very good IDEA, let's start to learn and use it ! And that is what I did !
Maybe my way of thinking is biased due to many years of using Blueprints, or I do not understand something very basic, and I am completely wrong, and please correct me if it is the case, but when I started to use comfyUI, I immediately found one thing that was missing...
"EXECUTION FLOW CONTROL"
What is EXECUTION FLOW CONTROL ?
There is first an ENTRY POINT (where the execution will start)
from this "entry point", user can drag the next "EXECUTABLE NODE" that have the exec in and exec out connectors...
The exec out will fire when the node execution is completed...
I know that at the moment, we can see an OUTLINE around the NODE being executed !!! But this does not give us the ability to control the execution flow...
Having ab execution flow open many new possibilities like:
Conditional branches ( if... , while .... )
for loop nodes ...
and adding simple node that would wait for user input to continue.. like
PRESS TO CONTINUE EXECUTION.... instead of the actual disabling of nodes....
Anyway, if we want ConfyUI to be really flexible, I really think that it is a MUST HAVE functionality, ASAP...
Unreal Engine Blueprint users will all agree with me !!!
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