Comet Engine Tutorials
- Animation & the Animator — Comet's animation stack has two levels. Animation clips keyframe properties over time; the Animator plays those clips through a visual state machine with par…
- Audio & Mixers — Sound sells the scene. Comet's audio stack — built on the battle-tested SoLoud engine — gives you positional 2D/3D sources, an Audio Mixer with hierarchical…
- Bézier Curves & Paths — Moving platforms that sweep along a smooth arc, a camera that glides through a level, a projectile that curves to its target — all of these follow a Bézier c…
- Exporting Builds & Shipping Patches — Your game runs great in the editor — time to put it in players' hands. Comet exports self-contained builds for Windows, Linux, Android and Web, packs your co…
- Extending the Editor — The Comet editor is built on the same AngelScript you write your game in — which means you can extend it. Anything you wish the editor did — a bespoke tool i…
- Input Actions: The Input Module — Reading KeyCode::SPACE directly works, but it hard-codes your controls: no rebinding, no clean gamepad support, no "hold to charge" without hand-rolled timer…
- Reading Raw Input — The most direct way to know what the player is doing is to ask the hardware every frame: is W held right now? did they just click? how far is the stick pushe…
- 2D Lights & Shadows — Lighting turns a flat scene into a moody one. Comet ships a full 2D lighting pipeline: five light types, four blend modes, soft and crisp shadows, and normal…
- Navigation: NavMesh, Agents & Obstacles — Enemies that chase, NPCs that wander, units that flow around each other — 2D pathfinding in Comet is built on a baked navigation mesh, A\ path queries with f…
- Networking & Multiplayer — Comet ships a complete high-level multiplayer stack: swap-in transport peers (ENet, WebSocket, WebRTC), attribute-driven RPCs, automatic state replication, n…
- Visual Scripting with Node Graphs — Not every piece of logic wants to be code. Dialogue trees, quest steps, cutscene sequencing, simple AI — these read beautifully as a node graph: boxes wired…
- Particle Systems — Fire, smoke, sparks, magic, rain, explosions — all of it comes from the Particle System, a modular emitter modelled after Unity's. You start with an emitter…
- Physics: Bodies, Colliders & Joints — Gravity, collisions, bouncing, ragdolls, vehicles — Comet's 2D physics runs on Box2D 3.x. You give an entity a Rigid Body to make it move under physics, one…
- Sprite Rendering & the Sprite Editor — Sprites are the bread and butter of any 2D game. In this tutorial you will import a texture, slice it into sprites with the Sprite Editor, display it with a…
- Tilemaps & Rule Tiles — Tile-based worlds — platformers, dungeons, strategy maps — are built from a Grid that defines the cell layout and a TilemapRenderer that paints tiles into th…
- Building User Interfaces — Menus, HUDs, dialogs, settings screens — Comet's UI system is a retained, anchor-based layout system in the spirit of Unity's uGUI: a Canvas at the root, Rec…
- Video Playback — Cutscenes, animated backgrounds, in-game screens — the Video Player decodes WebM video (VP8/VP9 with Opus/Vorbis audio) and renders it onto a render texture,…