Game Developers of Kiwi Farms

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I have a question, and I'm still looking for information and feedback if I am being a massive retard.
I plan to make a game. I primarily want to work with C++ so I can maintain my skills, as I currently work mainly with Python, and I am about 90% certain that my coding ability deteriorates every time I write a line of Python code.

So far, I think I will be using Godot. It seems like it would have enough functions to handle all my needs for dealing with models, animations, and everything else, and also have extensions to do things in C++ when I want to.

Unity is already off the list, as I know it works with C#, which is close enough in terms of syntax to C++ that I could use it. However, Unity have said and done a lot of stupid shit making me not want to even look there way as a option.
Unreal Engine, I know, also uses C++, but it seems overkill for what I want to do. Additionally, if possible, I would like to be able to code and work on tasks while traveling on my laptop, without needing to set up remote access.

I have considered some more barebones options, such as SFML/Vulkan, where I would need to do more work, but I don't want to handle animations and similar tasks, and I would rather offload them. I know there are libraries for that which can be directly integrated, but it seems like it is not worth it.

So what I am asking is, anyone with more game dev experience if what I am saying is fully retarded. Or, if there are any suggestions for any other engine that might be worth looking at.
 
I have a question, and I'm still looking for information and feedback if I am being a massive retard.
I plan to make a game. I primarily want to work with C++ so I can maintain my skills, as I currently work mainly with Python, and I am about 90% certain that my coding ability deteriorates every time I write a line of Python code.

So far, I think I will be using Godot. It seems like it would have enough functions to handle all my needs for dealing with models, animations, and everything else, and also have extensions to do things in C++ when I want to.

Unity is already off the list, as I know it works with C#, which is close enough in terms of syntax to C++ that I could use it. However, Unity have said and done a lot of stupid shit making me not want to even look there way as a option.
Unreal Engine, I know, also uses C++, but it seems overkill for what I want to do. Additionally, if possible, I would like to be able to code and work on tasks while traveling on my laptop, without needing to set up remote access.

I have considered some more barebones options, such as SFML/Vulkan, where I would need to do more work, but I don't want to handle animations and similar tasks, and I would rather offload them. I know there are libraries for that which can be directly integrated, but it seems like it is not worth it.

So what I am asking is, anyone with more game dev experience if what I am saying is fully retarded. Or, if there are any suggestions for any other engine that might be worth looking at.
Unreal engine has C++ as a first class citizen, it's another option.

Ultimately a game engine is just a set of tools, it's up to you, the craftsman, to use them how you like. Sometimes you have less tools to start with and need to build your own tools, but when you get there you realize it was worth spending the time making tools to make your product.

Alternatively, if you don't have the patience, getting a headstart helps just to get the ideas in a playable form.
 
I have a question, and I'm still looking for information and feedback if I am being a massive retard.
I plan to make a game. I primarily want to work with C++ so I can maintain my skills, as I currently work mainly with Python, and I am about 90% certain that my coding ability deteriorates every time I write a line of Python code.

So far, I think I will be using Godot. It seems like it would have enough functions to handle all my needs for dealing with models, animations, and everything else, and also have extensions to do things in C++ when I want to.

Unity is already off the list, as I know it works with C#, which is close enough in terms of syntax to C++ that I could use it. However, Unity have said and done a lot of stupid shit making me not want to even look there way as a option.
Unreal Engine, I know, also uses C++, but it seems overkill for what I want to do. Additionally, if possible, I would like to be able to code and work on tasks while traveling on my laptop, without needing to set up remote access.

I have considered some more barebones options, such as SFML/Vulkan, where I would need to do more work, but I don't want to handle animations and similar tasks, and I would rather offload them. I know there are libraries for that which can be directly integrated, but it seems like it is not worth it.

So what I am asking is, anyone with more game dev experience if what I am saying is fully retarded. Or, if there are any suggestions for any other engine that might be worth looking at.
  • Unreal Engine
  • Godot (C++ modules)
  • CryEngine
  • OGRE
  • Cocos2d-x
  • Source Engine
  • Torque3D
  • Urho3D
  • Panda3D
  • Atomic Game Engine
  • Gamebryo
  • Amazon Lumberyard (now Open 3D Engine)
  • Quake Engine (id Tech series)
  • Frostbite Engine
  • Havok Vision Engine
 
  • Unreal Engine
  • Godot (C++ modules)
  • CryEngine
  • OGRE
  • Cocos2d-x
  • Source Engine
  • Torque3D
  • Urho3D
  • Panda3D
  • Atomic Game Engine
  • Gamebryo
  • Amazon Lumberyard (now Open 3D Engine)
  • Quake Engine (id Tech series)
  • Frostbite Engine
  • Havok Vision Engine
Also the Flecs community is apparently working on one (integrating IMGUI and BGFX)
 
Unity is already off the list, as I know it works with C#, which is close enough in terms of syntax to C++ that I could use it. However, Unity have said and done a lot of stupid shit making me not want to even look there way as a option.
the only real drama was the change to royalties, which was way overblown. look at the average gamedev and vidya these days, does it look like those are rational, thoughtful people?
don't get me wrong, unity is certainly retarded, but not more than timmy tencent's engine or the grifting vehicle troondot.

none of that matters anyway unless you wanna go balls deep into a commercial project and suddenly licensing and costs become an issue. if you just want to make games for the sake of it before getting to that point unity will do some of the heavy lifting tho.
 
Unity has a handful of horror stories where someone using their account on a different laptop liquidated their entire company without any recourse. What perturbs me is that they may pull your license if you become a thorn in their side via Liz-Fong-Jones tier a-logging.
Apart from that, more of Unity's APIs are thread-safe, which could serve to be nicer than Godot's licensing if you're not planning to rock the boat.
 
Unity has a handful of horror stories where someone using their account on a different laptop liquidated their entire company without any recourse.
that's not uncommon, other companies get equally pissy or worse. you just don't hear much about it because it's not videogames so the profession isn't filled with retarded manchildren and libshits, or they use proper license management in the first place so it doesn't happen.

EDIT: in case this makes me sound like a corporate cocksucker, far from it, but if you know the company will check your license by phoning home, going "bro just use it on another laptop" is obviously retarded. even fucking windows requires you to disable the key first before you can use it again on another pc (at least you don't have to have a nice discussion with a microsoft support employee explaining what you're doing anymore).

really it's just basic bitch knowing what you're doing, disable it first and that's it: https://support.unity.com/hc/en-us/...n-two-activations-on-my-license-What-can-I-do

another aspect that this is the result people were asking for. even if unity was retarded in they way they were doing things they wanted to switch to a royalty scheme, not seats. people threw a bitchfit, so now instead of asking for a cut, they check if people try to fuck around with the personal license (which you can still do, you just have to be smart about it).
 
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I have a question, and I'm still looking for information and feedback if I am being a massive retard.
I plan to make a game. I primarily want to work with C++ so I can maintain my skills, as I currently work mainly with Python, and I am about 90% certain that my coding ability deteriorates every time I write a line of Python code.

So far, I think I will be using Godot. It seems like it would have enough functions to handle all my needs for dealing with models, animations, and everything else, and also have extensions to do things in C++ when I want to.

Unity is already off the list, as I know it works with C#, which is close enough in terms of syntax to C++ that I could use it. However, Unity have said and done a lot of stupid shit making me not want to even look there way as a option.
Unreal Engine, I know, also uses C++, but it seems overkill for what I want to do. Additionally, if possible, I would like to be able to code and work on tasks while traveling on my laptop, without needing to set up remote access.

I have considered some more barebones options, such as SFML/Vulkan, where I would need to do more work, but I don't want to handle animations and similar tasks, and I would rather offload them. I know there are libraries for that which can be directly integrated, but it seems like it is not worth it.

So what I am asking is, anyone with more game dev experience if what I am saying is fully retarded. Or, if there are any suggestions for any other engine that might be worth looking at.

It depends on the feature set and release targets as much as the stack. You should definitely work in a typed language on such a large project though, and I share your hate for Python.

If you are doing a more indy/focused 2D experience MonoGame is XNA open sourced. It's what Stardew was built on and its performant and runs in C#/.net. Probably one of the best code first platforms for game dev ever made.

If you want a full featured editor to throw together a 3D block asset game or something like that then you are looking at the usual suspects.
 
SKG is doing a game jam.
Maybe CrunkLord420 could make a game where ferrets Shoots malds and soyfags that grovel at his feet
:story:

People will make Better Games in a game jam then Malds fucking 20 + career
https://x.com/accursedfarms/status/1943586612144685476
crossposting from maldivus fagtree thread.
 
Is "wokot" still a thing or has it been resolved? Redot deleted their forums "due to a lack of interest" and instead switched to discord/reddit only. The reddit looks dead and the IRC channel only has low activity + I don't think a chat platform is the ideal place to ask questions when they could serve someone in the future as well. Discord is both a chat platform, and I will absolutely not create a fucking discord just to talk about your project. Godot still has forums, but I'm not sure I wanna use those if the moderators are such power freaks.

Also a bit of a sperg: Why the fuck do both redot and godot run their forums on flarum? It is some AI crypto scam that does not work without javascript, fucking lunacy. There is also some (alternative?) godot forum that uses discourse - also doesn't work without JS.

What is wrong with SMF or phpBB? Hell, even XenForo that is used here works without JS (would work without kiwiflare) - even if it shows that annoying banner on top.
 
Is "wokot" still a thing or has it been resolved? Redot deleted their forums "due to a lack of interest" and instead switched to discord/reddit only. The reddit looks dead and the IRC channel only has low activity + I don't think a chat platform is the ideal place to ask questions when they could serve someone in the future as well. Discord is both a chat platform, and I will absolutely not create a fucking discord just to talk about your project. Godot still has forums, but I'm not sure I wanna use those if the moderators are such power freaks.
As someone working in Godot, I have zero clue what the community surrounding it is up to - I'm practically living under a rock just following tutorials while typing shit. I do write classes in such a way that if I do end up transferring to a different language, or even a different engine/framework entirely, it'll be a lot easier since I'm increasingly preferring the way I come up with certain things compared to built-in nodes and settings, e.g, animation handling or camera movement. The fact that it's open source and you're always a search and a click from seeing how some of those built-in methods work is also pretty convenient.
 
Also a bit of a sperg: Why the fuck do both redot and godot run their forums on flarum? It is some AI crypto scam that does not work without javascript, fucking lunacy. There is also some (alternative?) godot forum that uses discourse - also doesn't work without JS.
Trannies, sar
 
The fact that it's open source and you're always a search and a click from seeing how some of those built-in methods work is also pretty convenient.
Hmm, I did have to fix a few things that were broken already. My problem is that I cannot find a way to change the current animation of an animation node in an animation tree at runtime, I may have a look to see whether I could just add that functionality in, thanks for the suggestion, didn't realize I can hack at the engine here :-).

Edit: Maybe I should just learn to search properly, no hacking needed. It's still weird that it works different to most of the other properties.
 
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Also a bit of a sperg: Why the fuck do both redot and godot run their forums on flarum? It is some AI crypto scam that does not work without javascript, fucking lunacy. There is also some (alternative?) godot forum that uses discourse - also doesn't work without JS.
The layout of flarum is horrible. Xenforo at least feels like modernized old forum.
 
i looked at it and it's pretty nifty, which is a shame because the plugin thing is absolute ASS, they even mention that on the ogre next download package.
i guess that's the price of open sauce.
i mentioned xenko/stride too and seeing their focus towards VR is a bit refreshing since VR is VR (you know, you know).
 
Is "wokot" still a thing or has it been resolved? Redot deleted their forums "due to a lack of interest" and instead switched to discord/reddit only. The reddit looks dead and the IRC channel only has low activity + I don't think a chat platform is the ideal place to ask questions when they could serve someone in the future as well. Discord is both a chat platform, and I will absolutely not create a fucking discord just to talk about your project. Godot still has forums, but I'm not sure I wanna use those if the moderators are such power freaks.

Also a bit of a sperg: Why the fuck do both redot and godot run their forums on flarum? It is some AI crypto scam that does not work without javascript, fucking lunacy. There is also some (alternative?) godot forum that uses discourse - also doesn't work without JS.

What is wrong with SMF or phpBB? Hell, even XenForo that is used here works without JS (would work without kiwiflare) - even if it shows that annoying banner on top.

I was checking Redot out in the early days and they had a hard line against taking a political stance and being the 'Right Wing Godot'. They thought they were going to make something better and pitch it on it's own merits. However it was also very apparent that the architecture of the existing code was not going to allow that to happen without significant effort.

So either:

A) They have already become just another lefty project with a COC in their mouths whether they know it or not.

B) They are developing in obscurity refactoring the entire engine and we will see something useful around the same time as Star Citizen goes gold.

C) A & B

D) The whole thing has already imploded.

I was better off working with some basic rendering libs for my 2D management sim project anyway (I laid out my folder structure and built an isometric tile renderer, a camera, a time system, scene manager and a couple menus and some barebones UI before getting pulled into real job bullshit) and decided on forgoing a mainline editor engine entirely. If I had any confidence in those people I might have stayed with it just to stick it to the open source commies.... but yeah.
 
However it was also very apparent that the architecture of the existing code was not going to allow that to happen without significant effort.
I am assuming they will be keeping compability with Godot and build downstream from it where they can, on their blog posts they say they will pick up the stagnant features on Godot and try to upgrade it.
The most recent update states they plan on switching to their own engine, or ReX engine, which entails a C++ rewrite, shift to a focus on modules and semi strict namespaces, switching to cmake build tools and heavy decluttering (pulled straight from their website), along with a rewrite of the scripting language (including a change to JIT or AOT compilation if they feel like it (probably not going to happen)).
However, this is all I can get, this is all coming from their article and all the github repositories that they link in said article are down, I feel like I'm being fooled here, but I'm not invested enough to go beyond checking their github and their own website.
This is what they said on the 2025 new years blog post:
"As a first step, we’re currently backporting Jolt to the 4.3 stable. This will allow those of you sticking with 4.3 to take advantage of its performance improvements and added convenience. Anyone who has worked with Jolt before can tell you: it’s a night-and-day difference, an upgrade that truly matters. Our next major goal going into 2025 will be to comb through the more than three thousand PRs currently stagnating in Godot’s repository."

This is what they said on the may update:

"Introducing ReX Engine [...] Formerly known as Redot Experimental, ReX is the home of future development, and we intend for this to be the future of the Redot project as a whole. ReX will get the vast majority of our development time and efforts, but this will in no way impact the ongoing maintenance and work on Redot Engine.
[...]
A quick rundown of all that will entail:

  • C++20 Rewrite
  • Shifting to module focused design
  • Heavily shifting to semi-strict namespace usage (in conjunction with C++20 module exports)
  • Decluttering the code, reduce huge multi-thousand line files that cover too many functions
    • This implies converting some things to separate modules
  • Switch to CMake build tools
RDScript, Yes, the scripting language formerly known as GDScript is getting rebuilt!
[...]
RDScript Goals:

  • Rewrite in c++20
  • Add QoL features like Structs / Traits, ++/--
  • Compile to bytecode at runtime
  • Explore JIT and/or AOT compilation (will depend on other design choices we make)"
No CoC as far as I can see, and one single person is doing a lot of the heavy lifting, I hope it becomes better, but considering Godot was already a joke, I don't think it is.
My bet is that it will forever be a passion project that is neat, but it's not going to get traction or be developed far.
 
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