Alessandro Cominu :gamedev:

A passionate indie game craftsman ๐Ÿ‡ฎ๐Ÿ‡น ๐Ÿ‡ช๐Ÿ‡ธ ๐Ÿ‡ฌ๐Ÿ‡ง

Deeply in โค๏ธ with Game tech, Compilers, Weird music

Alessandro Cominu :gamedev:cominu@mastodon.gamedev.place
2025-06-04

@signoruscita I'm working on a multiplayer sport game for Win/Linux/Steamdeck. No engine this time, writing my own with C, SDL GPU, and stubbornness ๐Ÿ˜… the desktop? It's a plain Debian with gnome, nothing exciting

Alessandro Cominu :gamedev:cominu@mastodon.gamedev.place
2025-06-04

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?

Alessandro Cominu :gamedev:cominu@mastodon.gamedev.place
2025-05-21

Everyone warned me, but wow, newborn sleep deprivation hits hard. Babyโ€™s adorable, Iโ€™m useless. Send coffee. Please.

Alessandro Cominu :gamedev:cominu@mastodon.gamedev.place
2025-04-18

Interesting approach regarding Blender's integration with an engine. Definitely worth stealing this idea

youtube.com/watch?v=YBdNRiV5Mh

Alessandro Cominu :gamedev:cominu@mastodon.gamedev.place
2025-04-04

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

Alessandro Cominu :gamedev:cominu@mastodon.gamedev.place
2025-04-03

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.

Alessandro Cominu :gamedev:cominu@mastodon.gamedev.place
2025-04-01

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

Alessandro Cominu :gamedev: boosted:

I wrote more words about Unity "ending their war" on their customers. Why I think it's empty, feel good nonsense, and how their aggressive fees cost me my job.

slembcke.net/blog/UnityVsCusto

Alessandro Cominu :gamedev:cominu@mastodon.gamedev.place
2025-03-31

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

Alessandro Cominu :gamedev:cominu@mastodon.gamedev.place
2025-03-14

@johanpeitz All. The. Time. ๐Ÿ˜…

Alessandro Cominu :gamedev:cominu@mastodon.gamedev.place
2025-03-11

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

#customengine #gamedev #indiedev #solodev

Alessandro Cominu :gamedev:cominu@mastodon.gamedev.place
2025-03-07

@gustav it's still a long way but every day I'm working less on the engine and more on gameplay which is a very good thing. Today I'll start adding the player's animations, pray for me ๐Ÿ™

Alessandro Cominu :gamedev:cominu@mastodon.gamedev.place
2025-03-06

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

Alessandro Cominu :gamedev:cominu@mastodon.gamedev.place
2025-03-01

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

Alessandro Cominu :gamedev: boosted:
Alessandro Cominu :gamedev:cominu@mastodon.gamedev.place
2025-03-01

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

Alessandro Cominu :gamedev:cominu@mastodon.gamedev.place
2025-02-28

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

Alessandro Cominu :gamedev:cominu@mastodon.gamedev.place
2025-02-25

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

Alessandro Cominu :gamedev:cominu@mastodon.gamedev.place
2025-02-21

@gustav I'm not sure I'll reach the level of the football game demo, but that's the plan!

Alessandro Cominu :gamedev:cominu@mastodon.gamedev.place
2025-02-21

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

Alessandro Cominu :gamedev:cominu@mastodon.gamedev.place
2025-02-20

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

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