Game Developers of Kiwi Farms

You'd think they'd benefit from establishing a wiki or something. Why hide it?
The company has their own set of documentations. But the 4.2X version was considered to be outdated when it was relevant and 5.0 is mostly incomplete.

And since this is Epic that we're talking about, they're both in 2 separate areas of their website.
 
Let us have a lookie! 🤩
Yeah I know this stuff is not that great.

Made some spaceship doodles lately and figured out how to do that cool "tacmap" effect I wanted:

Spaceships.png


Currently in the situation deciding which engine to go for and currently it is about Godot or Unity. Would love to hear more details about the extra steps you mentioned when comparing Unity vs Godot!

Unreal, although having really neat features, is out of the picture for me as it is too heavy and feels to focused on visual scripting (yes, there is C++, which usually I don't mind, but the Unreal flavour of it felt agonising, especially in terms of all the boilerplate required to do something compared to C# in Unity or GDScript).
Unreal Engine 5 is bloated with default plugins that cause conflicts, leading to unexplained crashes with no proper debugger feedback. Epic won’t fix these issues, forcing devs to rely on long YouTube tutorials just to disable the right settings. Most developers wont do that so UE5 gets blamed for developer incompetence.

On top of that, the community loves overexplaining simple mechanics. Like making 30+ minute tutorials on double jumping with all kinds of complicated functions. When all it takes is changing the value of "max number of jumps" in the character movement component to 2.

As someone who was thinking of looking at Unreal because they have that mode where you can code visually and I think a retard like me could do that better. How bad was it? I am curious about the gatekeeping. You'd think they'd benefit from establishing a wiki or something. Why hide it? Whose that help? Is it more a feeling you got? Or did you legit hit roadblocks?
I hit real roadblocks with basic features around third person character implementation like adding character animations for different weapon types, and the developer community saw me as a threat to their Patreon grift rather than actually helping. Instead of problem solving, they’d rather ban people to save face when they don’t know the answer. Despite claiming to be experts. They'd rather everyone just make shitty asset flips and flood steam with them.

The company has their own set of documentations. But the 4.2X version was considered to be outdated when it was relevant and 5.0 is mostly incomplete.

And since this is Epic that we're talking about, they're both in 2 separate areas of their website.
Whatever documentation they have internally is sure as hell not the same one Epic share's publicly. They don't want competition for Fortnite. Even if it tanks their own engine's reputation with third party developers who never even intended on competing with their cashcow.
 
As someone who was thinking of looking at Unreal because they have that mode where you can code visually
The thing about block coding is that learning it takes marginally less effort than learning a high-level language like C# or GDScript, but block coding doesn't allow you the same amount of flexibility and organizability as traditional coding, and the skills aren't as easily transferrable to other languages. Since the options for UE5 are either that or C++, I'd recommend not starting out with Unreal.
 
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On top of that, the community loves overexplaining simple mechanics. Like making 30+ minute tutorials on double jumping with all kinds of complicated functions. When all it takes is changing the value of "max number of jumps" in the character movement component to 2.
This shit so common it's funny. So many gamedevs cry out that they need an engine because it's easier to make games in one, and then reinvent half the shit engine provide, because they are too lazy to read documentation.
 
Then just toss in whatever when the need arises, my go-to being LuaJIT + LuaBridge3.
Quoting myself 6 months later to say: for Lua bindings don't bother with LuaBridge, use the latest Sol instead
The guy who made Sol is a furry who proudly boasts about doing DEI work (lol?) on his github profile and the repo has a CoC. But at least it's fast. LuaBridge eats shit when indexing variables on userdata, which is all you'll be doing when scripting

Luckily porting class bindings over to Sol wasn't much of a hurdle, you basically use both libraries the same way in that regard. I was expecting some annoying gotcha stemming from differences but nope. It's basically the same shit but one is at least 3x faster
Yeah whats the deal with Godot. I thought they were like troon commie central which would make me want to avoid them.
When in doubt just go with Unity lmao
Godot's community is indeed a cult, probably made up of trannies mostly. Shit has built in GI and yet the only game I can recall not looking like PSX CRT retro slop is the one with the longass german name about missiles.
It's not a BAD engine... if you can look past the issues tracker looking like the maintainers died 5 years ago and the whole W4 Games thing where Godot's founders gatekeep console exports behind a terrible subscription plan
 
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Quoting myself 6 months later to say: for Lua bindings don't bother with LuaBridge, use the latest Sol instead
The guy who made Sol is a furry who proudly boasts about doing DEI work (lol?) on his github profile and the repo has a CoC. But at least it's fast. LuaBridge eats shit when indexing variables on userdata, which is all you'll be doing when scripting

I'm a Luatard, what's LuaBridge/Sol and why would I use it over native LuaJIT bindings?
 
The thing about block coding is that learning it takes marginally less effort than learning a high-level language like C# or GDScript, but block coding doesn't allow you the same amount of flexibility and organizability as traditional coding, and the skills aren't as easily transferrable to other languages. Since the options for UE5 are either that or C++, I'd recommend not starting out with Unreal.
Also, Blueprints comes with a noticeable performance overhead. So most games that only use that and aren't careful with where they put their gameplay logic run like ass no matter the hardware.
 
Attached is a simple GD plugin script that may help you by:
1. (Opening/deleting) your project's app-user-data.
2. Opening a predefined folder.
 

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Has Redot/Blazium done anything noteworthy ever since they forked? Or is this yet another "conservatives make another failed alternative to woke product" like Chip Chilla?
It looks like the project ran out of steam around the end of last year. There's only four items in the 4.4 Roadmap 🄰, one of which is "rebranding issues." Only thing the Xigger account does anymore is Lunduke-style 🗿coaling. I would've liked to see it go somewhere but it was doomed from the start. It went the same way as every politically motivated open source fork, dying when the outrage died.
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Also, just look at this logo. "Drew like a dark fucked up version of the Hamburger Helper" type shit
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Honestly, as much as I hate Godot's retarded troon fandom, I've had nothing but good experiences using the engine itself. It's a solid piece of software that isn't (currently) getting enshittified to death, which is a rare sight these days. I bet the libtard organizational rot will start affecting the quality around when 5.0 comes out, but things are at least going fine at the moment. Until then, I don't see how a disorganized bunch of Grummz-orbiting nodev faggots can improve the experience.
 
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I just pop up there to say - box2d dev can suck my dick.
I am trying to migrate my shitty unfinished choplifter clone from v2 to v3 of this library. Because its code base was moved from c++ to c, every fucking thing has changed. No destructors, no constructors, no function overloads. I used to be able to transform a body position by just passing a vector, but now I need to pass a rotation even if I don’t need to rotate shit. Now what? Ask the body for the current rotation value and pass it even when I have no need fort his? Why do they do this? Also probably will stay with SDL 2.0 for now.
 
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