How do you build a system where users can link nodes to create complex meshes, shaders, or logic? This is the heart of Houdini, Unreal’s Blueprints, and Blender’s Geometry Nodes. This tutorial covers the backend architecture of a high-performance node-based tool.
A node graph is a collection of nodes where data flows from “Source” to “Sink.”
You request data from the “Output” node. It checks if its inputs are “dirty” (changed). If so, it asks the parent nodes to re-calculate.
Whenever a node is modified, it immediately pushes its new data to every connected downstream node.
Every connection must represent a specific data type. In a procedural art tool, your types might be:
public class Node {
public Guid ID;
public List<Port> Inputs;
public List<Port> Outputs;
public virtual void OnProcess() {
// Implementation for adding, subdividing, etc.
}
}
public class SubdivideNode : Node {
public override void OnProcess() {
Mesh mesh = Inputs[0].Get<Mesh>();
Mesh result = CatmullClark.Process(mesh);
Outputs[0].Set(result);
}
}
The final node in your graph (the “Sink”) is what actually sends data to the GPU. In a “DIY Houdini,” this node takes the final MeshBuffer and updates a standard MeshFilter or Vertex Buffer in your game engine.