Comi
cominu.bsky.social
Comi
@cominu.bsky.social
A passionate indie game craftsman, fluent in coding and hand gestures 🤌

Deeply in ❤️ with Game tech, Compilers, Weird music.


💬 🇬🇧 🇮🇹 🇪🇸
📍 Granada, Spain
Saturdays are for stressing the animation system, right?

#screenshotsaturday #solodev #indiedev #gamedev #customengine
September 13, 2025 at 10:58 AM
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
September 11, 2025 at 4:12 PM
🍻 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
September 4, 2025 at 11:36 AM
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? ✌ #gamedev #indiedev #solodev #screenshotsaturday
August 16, 2025 at 3:27 PM
The new in-game UI is finally taking shape: core elements like images (with optional 9-slicing), text, and buttons are now working 🥳 I've also built a flexible layout system where each component can define its anchor point relative to its parent container #screenshotsaturday #solodev #indiedev
August 2, 2025 at 10:51 AM
I duct-taped some old code together, and voilà! Here's the jankiest 'transformation gizmo' ever #screenshotsaturday #gamedev #indiedev #solodev
July 26, 2025 at 3:51 PM
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
April 4, 2025 at 6:29 PM
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.
April 3, 2025 at 3:34 PM
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
April 1, 2025 at 3:00 PM
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
March 31, 2025 at 2:38 PM
That magical moment where you don't know the difference between bug or feature (AKA Jack Sparrow's run generator)

#customengine #gamedev #indiedev #solodev
March 11, 2025 at 5:38 PM
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
March 6, 2025 at 4:05 PM
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
March 1, 2025 at 11:54 AM
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
February 28, 2025 at 6:34 PM
⚽Update! 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
February 25, 2025 at 7:57 PM
Frame rate independence! 🚀
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
February 21, 2025 at 12:24 PM
Game physics! embracing the KISS principle: instead of overcomplicating things, I’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? 😎
#customengine #gamedev #solodev
February 20, 2025 at 7:54 PM
🎉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
February 19, 2025 at 1:41 PM
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.
February 17, 2025 at 6:29 PM