Comi

Comi

@cominu.bsky.social

A passionate indie game craftsman, fluent in coding and hand gestures ๐ŸคŒ Deeply in โค๏ธ with Game tech, Compilers, Weird music. ๐Ÿ’ฌ ๐Ÿ‡ฌ๐Ÿ‡ง ๐Ÿ‡ฎ๐Ÿ‡น ๐Ÿ‡ช๐Ÿ‡ธ ๐Ÿ“ Granada, Spain

1.5K followers736 following113 posts

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Lots of new followers, hi! ๐Ÿ‘‹ I'm a full time #solodev working on a physics-based football (soccer) game. Expect some technical posts, probably cursing unity, while I expand this prototype into a full game

Comi@cominu.bsky.social

I've been working on a new game for almost two months and it feels extremely good to be back to having something playable so quickly. Not surprisingly, it's again a multiplayer online game, and finally, all the basic pieces are coming together and getting closer and closer to some playtests.

Root motion is officially driving the physics simulation and the character can now collide with the world. And by "the world," I mean BALLS. #gamedev #indiedev #solodev #customengine

๐Ÿป Fixed a (huge) bug in the calculation of the root motion rotation, and now I can celebrate with the first mocap animation I managed to re-target in Blender #gamedev #indiedev #solodev #customengine

I've postponed this as long as possible, but now I've finally started importing, cleaning, and retargeting around 100 animations in Blender. This is going to take *ages*. Send hugs pls

Finally got root motion and a decent animation state machine working! With animation nodes, transitions, and a (very hacky) editor, I can now preview and adjust how the animations blend into each other. Did I already mention no more foot slipping? โœŒ #gamedev #indiedev #solodev #screenshotsaturday

The new in-game UI is finally taking shape: core elements like images (with optional 9-slicing), text, and buttons are now working ๐Ÿฅณ I've also built a flexible layout system where each component can define its anchor point relative to its parent container #screenshotsaturday #solodev #indiedev

I duct-taped some old code together, and voilร ! Here's the jankiest 'transformation gizmo' ever #screenshotsaturday #gamedev #indiedev #solodev

Okay, I've hit a wall trying to edit scenes and assets with just code and JSON files: it's getting far too complex and error-prone. I guess this means I'm building a game editor now. Time to go down another rabbit hole!

First off, I need at least some ways to display text, have buttons, and have panels like node hierarchy and inspector. Immediate mode UI are simple to implement and a good fit for the quick iteration workflow I'm aiming for. And yes, I absolutely still need to clip the text in the hierarchy panel

Blender evolved tremendously over my 15 years of using it, but I tend to use a very limited feature set to keep game engine compatibility. Toying with the idea of making a smaller tool only for gamedev, think Aseprite but for polygonal models. Does something like that already exist? Worth doing? ๐Ÿค”

Back to a semi-normal sleep schedule, so itโ€™s game dev time again! Feels like a fresh start and celebrating by installing Linux on my main PC. Windows is now just for the few tools that need it. 2025 is finally the year of Linux on the desktop, right? RIGHT?

Comi reposted

How does ROLLBACK NETCODE work, why is it so difficult to program, and why is it the gold standard for fighting games? A whirlwind tour of different solutions #pixelart #gamedev #AnimationVERSUS The setup: you have a video game with couch co-op and want to add online multiplayer. Easy, right...? ๐Ÿงต

I'm loving the smooth trails this "ribbon" renderer creates! It dynamically builds a mesh from the ball's past positions. The faster it moves, the more opaque the trail becomes. Plus, it keeps spacing even unless there's a sharp turn! #SDL #gamedev #indiedev #solodev

15 years of Unity, and here I am mostly just using it as a fancy renderer and everything else usually ends up being custom built ๐Ÿ˜„ Time to get my hands dirty with SDL3 and its GPU API for a week to see if I can build a tiny 3D engine from scratch. Who knows what could happen? Thread incoming ๐Ÿงต

The first step into procedural animations, hopefully to achieve more natural animations, it's the "look at position": the plan is allow the players to keep their eyes on the ball or on the aim position while performing other actions. #SDL #gamedev #indiedev #solodev

Done! Now the players can look at the aim direction (when controlling the ball) or at the ball. This isn't just a visual detail, it serves a practical purpose too: when the ball isn't directly visible on your screen, player head movement doubles as a helpful hint to locate the ball's position.

15 years of Unity, and here I am mostly just using it as a fancy renderer and everything else usually ends up being custom built ๐Ÿ˜„ Time to get my hands dirty with SDL3 and its GPU API for a week to see if I can build a tiny 3D engine from scratch. Who knows what could happen? Thread incoming ๐Ÿงต

Over the past three weeks, I've focused on relearning Blender animation workflows and adding new engine features: animation blending, an improved lighting system (using the closest 4 spotlights), and material system support for specularity, Fresnel, and transparency. #SDL #gamedev #indiedev #solodev

15 years of Unity, and here I am mostly just using it as a fancy renderer and everything else usually ends up being custom built ๐Ÿ˜„ Time to get my hands dirty with SDL3 and its GPU API for a week to see if I can build a tiny 3D engine from scratch. Who knows what could happen? Thread incoming ๐Ÿงต

That magical moment where you don't know the difference between bug or feature (AKA Jack Sparrow's run generator) #customengine #gamedev #indiedev #solodev

Comi reposted

custom engine: 2-3 months actual game: 4 years someone please help me balance this my custom engine is killing my studio

15 years of Unity, and here I am mostly just using it as a fancy renderer and everything else usually ends up being custom built ๐Ÿ˜„ Time to get my hands dirty with SDL3 and its GPU API for a week to see if I can build a tiny 3D engine from scratch. Who knows what could happen? Thread incoming ๐Ÿงต

Lots of new stuff added recently: - Smooth ball control & kicking system using raycasts for accurate aim - Ball prediction system helping players (with bounce indicators) and bots (finding the best intercept position) - World-space sprite system #customengine #gamedev #indiedev #solodev

15 years of Unity, and here I am mostly just using it as a fancy renderer and everything else usually ends up being custom built ๐Ÿ˜„ Time to get my hands dirty with SDL3 and its GPU API for a week to see if I can build a tiny 3D engine from scratch. Who knows what could happen? Thread incoming ๐Ÿงต

Baking lightmaps for direct and indirect lighting in Blender and using them in the engine! It was a bit tricky to get right, but I'm amazed at the quality improvement compared to what I was used to in Unity. #customengine #gamedev #indiedev #solodev #screenshotsaturday

Wasn't planning to handle any kind of crowd... but somehow ended up with 1000 animated characters on screen! And it's not even optimized yet. Today's computers are truly mind-blowing fast. #customengine #gamedev #indiedev #solodev #screenshotsaturday

15 years of Unity, and here I am mostly just using it as a fancy renderer and everything else usually ends up being custom built ๐Ÿ˜„ Time to get my hands dirty with SDL3 and its GPU API for a week to see if I can build a tiny 3D engine from scratch. Who knows what could happen? Thread incoming ๐Ÿงต

โšฝUpdate! Just added a simple test scene with a third person camera and basic player movements for my football game. Finally I can move around and I'm preparing the groundwork for the next features: ball control and kicking mechanics. #customengine #gamedev #indiedev #solodev

15 years of Unity, and here I am mostly just using it as a fancy renderer and everything else usually ends up being custom built ๐Ÿ˜„ Time to get my hands dirty with SDL3 and its GPU API for a week to see if I can build a tiny 3D engine from scratch. Who knows what could happen? Thread incoming ๐Ÿงต

Frame rate independence! ๐Ÿš€ Even though the game logic runs at 60Hz, everything now moves buttery-smooth on high refresh rate displays. The cyan physics debug view is intentionally running at just 10 FPS to show how the interpolation magic to keep the visuals fluid #customengine #indiedev #solodev

15 years of Unity, and here I am mostly just using it as a fancy renderer and everything else usually ends up being custom built ๐Ÿ˜„ Time to get my hands dirty with SDL3 and its GPU API for a week to see if I can build a tiny 3D engine from scratch. Who knows what could happen? Thread incoming ๐Ÿงต

Game physics! embracing the KISS principle: instead of overcomplicating things, Iโ€™ve only implemented sphere-sphere and sphere-box collisions hoping it should be enough for the type of gameplay I have in mind. Who needs complex collision meshes anyway? ๐Ÿ˜Ž #customengine #gamedev #solodev

15 years of Unity, and here I am mostly just using it as a fancy renderer and everything else usually ends up being custom built ๐Ÿ˜„ Time to get my hands dirty with SDL3 and its GPU API for a week to see if I can build a tiny 3D engine from scratch. Who knows what could happen? Thread incoming ๐Ÿงต

๐ŸŽ‰That feeling when your Blender animations finally import perfectly in the engine! Wrapping up the first week of this engine and seeing these animations come to life is the best reward. #customengine #gamedev #solodev

With these core engine features locked in, now it's time for the really fun stuff - diving into gameplay and physics! Can't wait to see things moving, colliding, and bouncing

15 years of Unity, and here I am mostly just using it as a fancy renderer and everything else usually ends up being custom built ๐Ÿ˜„ Time to get my hands dirty with SDL3 and its GPU API for a week to see if I can build a tiny 3D engine from scratch. Who knows what could happen? Thread incoming ๐Ÿงต

Long day, very long day fighting with textures and PBR materials. Still not complete but with base color, occlusion, metallic, roughness, and emission working. Still missing transparent materials and some simple (directional?) shadows.

15 years of Unity, and here I am mostly just using it as a fancy renderer and everything else usually ends up being custom built ๐Ÿ˜„ Time to get my hands dirty with SDL3 and its GPU API for a week to see if I can build a tiny 3D engine from scratch. Who knows what could happen? Thread incoming ๐Ÿงต

15 years of Unity, and here I am mostly just using it as a fancy renderer and everything else usually ends up being custom built ๐Ÿ˜„ Time to get my hands dirty with SDL3 and its GPU API for a week to see if I can build a tiny 3D engine from scratch. Who knows what could happen? Thread incoming ๐Ÿงต

โœ… Mandatory Sponza model test: still no textures or lights, so I've added a kind of ambient light with 3 colors (up, down, lateral)

15 years of Unity, and here I am mostly just using it as a fancy renderer and everything else usually ends up being custom built ๐Ÿ˜„ Time to get my hands dirty with SDL3 and its GPU API for a week to see if I can build a tiny 3D engine from scratch. Who knows what could happen? Thread incoming ๐Ÿงต

15 years of Unity, and here I am mostly just using it as a fancy renderer and everything else usually ends up being custom built ๐Ÿ˜„ Time to get my hands dirty with SDL3 and its GPU API for a week to see if I can build a tiny 3D engine from scratch. Who knows what could happen? Thread incoming ๐Ÿงต

15 years of Unity, and here I am mostly just using it as a fancy renderer and everything else usually ends up being custom built ๐Ÿ˜„ Time to get my hands dirty with SDL3 and its GPU API for a week to see if I can build a tiny 3D engine from scratch. Who knows what could happen? Thread incoming ๐Ÿงต

First signs of life in the engine! - Renderer for debug lines - Floor grid - Smooth camera movement (WASD+Mouse) - Integrated HandMadeMath library Up next: Diving into GLTF model importing from Blender to bring in some actual assets!

15 years of Unity, and here I am mostly just using it as a fancy renderer and everything else usually ends up being custom built ๐Ÿ˜„ Time to get my hands dirty with SDL3 and its GPU API for a week to see if I can build a tiny 3D engine from scratch. Who knows what could happen? Thread incoming ๐Ÿงต

Spent the morning setting up the Git repository, VSCode, CMake, SDL3, Tracy, and RenderDoc. Started with the SDL GPU examples and got my first triangle on screen: IT'S ALIVE!

Just hit some major milestones faster than planned! - MSAA: resolve and depth textures for crisp, clear rendering - VertexBuffer functionality with a test Cube mesh - Matrix functions - Hierarchical node system

Added a new "bounce indicator" feature! After testers struggled to track the ball's trajectory when it went off-screen, I added this little icon to show exactly where it'll land. No more guessing games! What do you think? #indiedev #gamedev #unity #screenshotsaturday

Today a discussion came up about how I'm using a relatively new PC (Ryzen 7950X3D, 64GB RAM) together with a 10-year-old GPU because I want to get an immediate sense of how a user with an older GPU might experience my games. I started wondering, am I the only one who has this kind of "weird" setup?

Just leveled up my indie physics-based multiplayer game! I've added high kick & header animations to make it possible to master your moves at any height. #indiedev #gamedev #unity

Header still needs some love but the basic idea is working. Maybe a little too strong but, who doesn't like a concussion? #screenshotsaturday #indiedev #gamedev

Just leveled up my indie physics-based multiplayer game! I've added high kick & header animations to make it possible to master your moves at any height. #indiedev #gamedev #unity