Game Developers of Kiwi Farms

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.
Rollback and stay with v2 broseth. Use v3 for your next project.

It's dangerous updating mid project!
 
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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.
IIRC all the changes are for multithreading/cache reasons (Although that rotation thing sounds kinda retarded)
Everybody's going full hog on those issues these days. That's why ECS suddenly became the hot new thing.
 
Rollback and stay with v2 broseth. Use v3 for your next project.

It's dangerous updating mid project!
Good advice but nah, the whole project was about learning how to engine-code. And some things needed rewrite anyway (e.g., was disabling collision for bullets on contact instead of registering them as sensors).
Also box2d v3 seems to have much better way to detect collisions - no need for contact-listener as I am aware, you can juts ask a body directly – who hit it.
 
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Good advice but nah, the whole project was about learning how to engine-code. And some things needed rewrite anyway (e.g., was disabling collision for bullets on contact instead of registering them as sensors).
Also box2d v3 seems to have much better way to detect collisions - no need for contact-listener as I am aware, you can juts ask a body directly – who hit it.
can't you just pass the rotation via variable that only gets updated when you actually change rotation?
 
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can't you just pass the rotation via variable that only gets updated when you actually change rotation?
You're right. I don't need body rotation at all. All bodies are created with rotation turned off for body definition. But it pisses me off that I still have to pass a rotation, even if it is just dummy data.
 
Decided to try out Xcode for C++ development on MacOS with SDL2. It was fucking horrible. Here is how it went:
  • The only languages you can use for creating the app project are Swift and Objective C. You can just use C++ files though so it doesn't really matter
  • Apple's use of "frameworks" instead of the normal headers + library thing has always confused me. It's easy to add but why can't I just use it the old fashion way? Fuck it, who gives a shit, at least SDL2 comes distributed like this
  • Added the SDL2 "frameworks" and made the basic window program. It doesn't fucking recognize SDL2 even though I added it
  • Searched around for a solution, nothing fucking works, sometimes it'll recognize SDL2 and compile it just fine and then it goes ahead and breaks itself
I'm just going to go back to using Clang++ and Makefiles for this shit. Ironically it's less confusing than using a proper IDE.
 
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.
I see the opposite. Looking for how to make movement physics that don't suck, but get the same shit over and over that, while it technically works, feels like crap and doesn't work.

So I copy doom/quake maths, with mixed results.

These days I use lerp, but someone in this thread said it was a bad idea.

Cruelty Squad being the first successful Godot game says everything you need to know about the engine and its gunt guards
It is? Does it?

It's not my first time seeing this play out. "Engine x is not a real engine" then some indie hit is made with it and then suddenly it's a legit engine everyone should switch to. I saw it with Game Maker (Hotline Miami) Unity (Harthstone and Cities Skylines), plus whatever Vampire Survivors and Balatro were made with.


I've not had time for game dev recently (still haven't gotten to play the Kiwi doom map project 2).

I had the idea of a train themed horror game. Thought it might be simple enough. Just have a train that follows a path. Things quickly get confusing when it comes to things like getting train cars to follow correctly (in a way that doesn't break when the train goes backwards). Not even trying to make a simulation of it. Not sure if I should dedicate time to making it work.
 
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.
Tfw reading the documentation but still end up reinventing certain things my own way out of a compulsion to trim the fat
 
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Gentlemen, I'm proud to report that my game engine can now draw 1 static triangle onto the screen.:smug:
Lemme guess, Vulkan? A thousand lines for 1 triangle.
The Zoomer will be completely ignorant of what came before him and think he's invented rotoscoping.
I doubt he actually believes that, it's always just bait to get people to keep watching and not scroll past.
 
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