Sadly OpenFrameworks development seems kind of stalled. Nannou + Rust could be a good or even better alternative:
1) painless cross-compilation to different platforms
2) plugins installation via cargo
3) more up-to-date plugins as tiny wrappers around CPAL [1] (audio I/O), nokhwa [2] (video i/o), opencv-rust[3] (video I/O and processing), rust-sdl2 [4](IMU sensors + game controllers), egui [5] (immediate mode gui + plotting)
4) better errors and more modern language
[0] https://openframeworks.cc/ [1] https://github.com/RustAudio/cpal/ [2] https://github.com/l1npengtul/nokhwa [3] https://github.com/twistedfall/opencv-rust [4] https://github.com/Rust-SDL2/rust-sdl2 [5] https://github.com/emilk/egui
Also those "plugins" are kind of limited to compile time, not really what plugin infrastructure is about. Nothing that can be dynamically loaded into an existing installation.
At very least I would expect something like DAWs or COM make available.
Rust can run fast and thus is attractive for this kind of thing.
The networks you get are huge. And understanding them, after a month e.g., becomes tedious at best.
The creation may seem more artist friendly but understanding/modifying are very much less so when a certain complexity threshold is reached.
Code is simply easier to read when you reach that aforementioned threshold.
Writing code is also a different experience than using a node-based editor but that's more philosophical than pertaining to what is better when.
My experience is mostly with Houdini in VFX.
Whenever I have to touch a complex node graph, my own after a while, or someone else's -- the more nodes just containing plain VEX or Python code are in there, the easier it is usually to understand (vs someone making a sub network with another 30 nodes for what could be expressed with 10 lines of VEX).
Possibly it would work best in a functional language like haskell or elixir.
Also, the bureaucracy.
Better use a language with surprises, like C++.
Having reasonable compilation errors is tempting.
There could be some complicate cases of trait bounds using some 3rd party libraries. However one will hardly encounter that while playing with Nannou.
Having rust-analyzer is also huge plus.