They can all pretty much be reduced to a skin on top of an abstract syntax tree, since that&#x27;s all they really are.<p>Circuit-based skins work well in the right context. Do a Google Image search for &quot;unreal blueprints&quot; to see many examples of them in use. Blueprints visual scripting probably powers the high-level logic in a video game you or someone you know has enjoyed.<p>The other popular approach is fill-in-the-blanks, a visualization that looks more like a tree than a graph. The first good version of this I saw was the Warcraft 3 scripting system. It inspired the visual scripting system we built for Tribes, SWAT, and the first Bioshock back in the day.<p>You can also follow Eve for some modern experiments along these lines: <a href="https:&#x2F;&#x2F;github.com&#x2F;witheve&#x2F;Eve" rel="nofollow">https:&#x2F;&#x2F;github.com&#x2F;witheve&#x2F;Eve</a>