Game Developers of Kiwi Farms

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A nice reason to make a simple starting project is to have something to show for the skills you’ve learned, of which will be more comprehensive of what’s needed from start to end.
repetition is also important while learning. I'm unironically one of those "delete everything and start again from scratch" fags. it's also a good self-check what knowledge was retained, because it's all to easy to go "already done that", and then later on remember fuck all - so you have to start from scratch anyway more or less.
 
repetition is also important while learning. I'm unironically one of those "delete everything and start again from scratch" fags. it's also a good self-check what knowledge was retained, because it's all to easy to go "already done that", and then later on remember fuck all - so you have to start from scratch anyway more or less.
that's what highly commented backups are for you dingus.
 
Is it really that hard to just make a simple FPS like Halo Combat Evolved with an interesting setting that takes itself seriously? No asset flips or store bought assets beyond placeholders, just developed as a hobby.

I dont mean 40k grimdark, just no immersion breaking narcissism from the developers injected into the story that seems extremely prevalent in the indie scene. Where they're more concerned over luring in more people to their dead discord servers than actually making the game. The few runaway hits don't ever do this and stay out of discordfag drama.
making a simple fps is reasonably easy
making it look like halo is hard
making it look like halo without using third party assets is near impossible
 
Is it really that hard to just make a simple FPS like Halo Combat Evolved with an interesting setting that takes itself seriously? No asset flips or store bought assets beyond placeholders, just developed as a hobby.
no, flat out. nothing wrong with using store assets so long as theyre consistent with the style you're going for
 
that's what highly commented backups are for you dingus.
why scour backups for comments when you can just google it? why do anything if you can just read SO all day? heck you don't even need to learn, you can just ask your LLM of choice to write code for you.

I'm not talking about starting from scratch every time. the point is to retain the essential knowledge itself while learning, not the knowledge where too look.

no, flat out. nothing wrong with using store assets so long as theyre consistent with the style you're going for
adding to that store assets are only an issue if it's obvious. plenty of studios use those, since it's cheaper to just buy them than pay dudes a salary to churn out tile-able concrete textures all day.
there's also not much difference between buying them from a site, buying them from some dude via commission, or pay a dude a wage to do it for you.
 
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adding to that store assets are only an issue if it's obviousthe game is bad. plenty of studios use those, since it's cheaper to just buy them than pay dudes a salary to churn out tile-able concrete textures all day.
there's also not much difference between buying them from a site, buying them from some dude via commission, or pay a dude a wage to do it for you.
fixed it for ya fam
 
I'm a dumb retard and I need to make the niggers in my game move in different patterns but I can only make the little faggots move linearly. What's a good book to teach me the math required to make these motherfuckers move in any shape I want? I think I'm going to start off with the Math Primer For 3D Graphics and Game Programming
 
I'm a dumb retard and I need to make the niggers in my game move in different patterns but I can only make the little faggots move linearly. What's a good book to teach me the math required to make these motherfuckers move in any shape I want? I think I'm going to start off with the Math Primer For 3D Graphics and Game Programming
Well a lot depends on what kind of shape you're looking for. For example, I know that if you want a wavy-line pattern (think the infamous Medusa Heads from Castlevania), then you're gonna want to use sine and cosine wave formulas.
 
Well a lot depends on what kind of shape you're looking for. For example, I know that if you want a wavy-line pattern (think the infamous Medusa Heads from Castlevania), then you're gonna want to use sine and cosine wave formulas.
I also have the sine wave movement, and I tried to implement arc movement with a circle, but I really think I just wanted to use slerp to get an arc between two vectors. I found all these functions while looking for a solution to my issue, but the reality is that I barely understand them and it frustrates me to work with stuff I don't get. So I guess I'm just going to try to learn the math and theory
 
I also have the sine wave movement, and I tried to implement arc movement with a circle, but I really think I just wanted to use slerp to get an arc between two vectors. I found all these functions while looking for a solution to my issue, but the reality is that I barely understand them and it frustrates me to work with stuff I don't get. So I guess I'm just going to try to learn the math and theory
I dunno, if I were you, I'd probably just google slerp and read the articles describing how it works.
 
I think I'm going to start off with the Math Primer For 3D Graphics and Game Programming.
In an attempt to make the math side more interactive and visual. Wolfram is a robust calculator; it has a stricter syntax and 2D/3D graphing and plotting functionality. Desmos is far more user-friendly, real-time, comfortable, and has a sliding function with animations. Symbolab is an easier-to-use yet slightly less robust calculator with graphing functionality.
Here is the book I used throughout all of my calculus classes: it's certainly dense and informative, nearing exhaustive: Calculus: Early Transcendentals, 7th ed.. It has nice pictures of graphs and functions. The red boxes have the functions in brief. End-of-chapter summaries are equally nice and summative.

There are a stupid number of mathematicians and resources as excited to be exhaustive as they are briefly witty and summative, of which generative AI models have consumed enough of to also help elucidate certain finer points, should you not have qualms against using it.

I had to eat my pride of not knowing what the fuck I was doing and having to learn so much multidisciplinary shit constantly while tinkering. My retarded ass has been humbled by gawking at how retarded I used to be. Constant learning flux and self-improvement shit.

If you want to learn the fundamentals of math and 3D graphics because they're cool as shit, hell yeah. If not, I'd recommend triaging what fundamentals and principles you do need and want to learn to have fun with and be able to pull off what you specifically plan and want/will make. Scope yourself so you don't get overwhelmed and lost in the theoretical sauce.
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Is it really that hard to just make a simple FPS like Halo Combat Evolved with an interesting setting that takes itself seriously? No asset flips or store bought assets beyond placeholders, just developed as a hobby.

I dont mean 40k grimdark, just no immersion breaking narcissism from the developers injected into the story that seems extremely prevalent in the indie scene. Where they're more concerned over luring in more people to their dead discord servers than actually making the game. The few runaway hits don't ever do this and stay out of discordfag drama.
The thing is Halo isn't "simple".

Not sure if I mentioned it before, but I occationally see videos online like "I made GTA5 in 48 hours!" and it's just a bunch of store bought unity assets held together with hopes and dreams. Technically it has every feature of GTA. You can run around, drive cars, shoot people. But all the things that make GTA good, like polish, are missing. As a result, no one would want to play asset flip GTA.

Halo is "simple" in so much as it's core mechanics are fairly basic. But there's a lot of polish and work in that "simple", like the way aliens react to things, the details in getting aiming to feel smooth, the physics of moving around, that kind of thing. There was a crowbcat video (I forget which) where he shows the amount of subtle polish in getting Halo's aim to feel good, but the video holds it up as a bad thing, as if it's playing the game for you.

Anyone know a good place for music/free sounds?
I don't know if it's good, as my work is super basic atm. But I use OpenGameArt, and I've also been trying to grab stock sound effect CDs from the 90s from Archive.org. Same for textures too. I've been wanting to learn how to make music to avoid stock music, but no progress yet.
 
I'm a dumb retard and I need to make the niggers in my game move in different patterns but I can only make the little faggots move linearly. What's a good book to teach me the math required to make these motherfuckers move in any shape I want? I think I'm going to start off with the Math Primer For 3D Graphics and Game Programming
Splines are probably the most user-friendly way to define continuous lines while also being simple to implement since maths are just matrix multiplication at worst, though there are multiple types of splines and each comes with it's own caveat. Most widely used in gamedev are Catmull-Rom if you want for path to pass through control points and Bezier if you want more control over the curve.

You could also try ballistic formula.
 
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