@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 ๐ the desktop? It's a plain Debian with gnome, nothing exciting
A passionate indie game craftsman ๐ฎ๐น ๐ช๐ธ ๐ฌ๐ง
Deeply in โค๏ธ with Game tech, Compilers, Weird music
@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 ๐ the desktop? It's a plain Debian with gnome, nothing exciting
Back to a semi-normal sleep schedule, so itโs 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?
Everyone warned me, but wow, newborn sleep deprivation hits hard. Babyโs adorable, Iโm useless. Send coffee. Please.
Interesting approach regarding Blender's integration with an engine. Definitely worth stealing this idea
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.
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.
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
@johanpeitz All. The. Time. ๐
That magical moment where you don't know the difference between bug or feature (AKA Jack Sparrow's run generator)
@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 ๐
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
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
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
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
โฝUpdate! 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.
@gustav I'm not sure I'll reach the level of the football game demo, but that's the plan!
Frame rate independence! ๐
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
Game physics! embracing the KISS principle: instead of overcomplicating things, Iโve 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? ๐