Game Developers of Kiwi Farms

state machines are a pain in the ass to setup properly but it's either that or a gorillion if/elif statements and a thousand bools so this has been my life the last two months cool haha yay shoot me
 
WTF are you doing that a fucking state machine is a pain??
not necessarily hard just very tedious
right now i'm setting up guard AI, it has three different types of states for its base state, weapon state and interact state. whenever it switches states it signals to all its child nodes what its new state is. so right now i'm going through it slowly making sure it's all setup correctly and that everything is organized well. i really should've read up on how state machines work beforehand because i ended up with a 1000+ line monstrosity filled with if/else statements that barely fucking worked. right now i've given each of its child nodes its own script and scene to keep everything in order, it just means a lot more work.
 
not necessarily hard just very tedious

This sounds like something you could get done quicker using AI. Unless getting experience coding something by hand is the objective instead of just getting the feature to work.

If so, I recommend getting the AI to do it's own version of the same feature when you're done and you can compare how you did it versus how it did it and gleam some new insights. A lot of what i've learned is usually just "oh, I didn't know I could do that" sort of stuff that you can then carry into the next part of whatever you're doing.
 
I was planning to use Unity for 3d game development but so far it doesn't seem to have a proper map-making tool like Valve's Hammer Editor. Wokot doesn't seem to have one either and it looks like it could barely handle 3d graphics, and I'm not even trying to make photorealism-slop.
unity bought probuilder a few years back, it's often used for whiteboxing but might be enough for now or to be used as a springboard later
 
Toyota is working on a performance-focused 3D game engine because they dont like how Unity, Unreal, and Godot run on their car interfaces.
Roadmap includes implementing the Jolt physics engine.

Will you be flourite-maxxing?
japenis people will not only have stronk indestructible cars, but they will have even stronger game engines lol.
 
Toyota is working on a performance-focused 3D game engine because they dont like how Unity, Unreal, and Godot run on their car interfaces.
Roadmap includes implementing the Jolt physics engine.

Will you be flourite-maxxing?
Bit weird that it uses Dart. That language technically has a foothold but it has this perpetual air of "thin ice".
They recently had to cancel adding macros because they couldn't figure out how to best implement them.
This was Bob Nystrom though so maybe it wasn't just them being incompetent.
 
Toyota is working on a performance-focused 3D game engine because they dont like how Unity, Unreal, and Godot run on their car interfaces.
Roadmap includes implementing the Jolt physics engine.

Will you be flourite-maxxing?
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The lead dev is a 2018 time capsule lol. This just sounds like a way to get free labor on their internal Flutter/Filament wrapper
 
i decided to include a kiwi somewhere in all my games back when i started making them. unrelated to the farms but i figured it would be appreciated here anyway
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Do people bother building their own engines, or is it better to just use Unity, Unreal, Godot, etc?
Besides meme videos like “i built my own engine in command prompt” the only people making their own engines are large studios, and even theyre moving to unreal. Many older games used their own engines because Unity was shit at the time and the performance boost was worth it.
In my experience you only really end up making a new engine if you have specific rendering needs that Unity and Unreal dont fill.
 
Do people bother building their own engines, or is it better to just use Unity, Unreal, Godot, etc?
I would not trust any of these engines to not rugpull me halfway through development by doing something stupid like retroactively changing how much money I have to pay them or banning contributors while there's major features left in a bad state. I think the freedom of a custom engine is worth it too since you can cut corners more effectively and that's probably the unspoken most important part of solo game development. No reason having to deal with a full 3D rendering pipeline when your entire project is flat images in a 2D grid.

A lot of old games had custom engines made with tiny teams in a very short amount of time and some of them still hold up so I believe it's possible today. Maybe hyperrealistic ultra HD 4K 3D graphics are impractical unless you're the next Terry Davis but if you're making something fully 2D or an old-school raycaster where anything more complex than a few triangles is a actually flat image that billboards it's very doable.
 
In my experience you only really end up making a new engine if you have specific rendering needs that Unity and Unreal dont fill.
that or you are making a game that doesn't need 99% of the features that come with a commercial engine

like if you're doing something 2D (or even primitive 3D like a minecraft clone) then you just do not need all the stuff that unreal can do for you, it's overkill, and rolling your own stuff from scratch might well be faster.
 
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