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dcolson.bsky.social
Lead Programmer at Climax Studios. Previously worked on Star Citizen. Personal account though. I mostly post about coding and coding projects. He/Hm
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Been a while since I've posted, still working on projects. I have completely rewritten the renderer and UI system for the text editor, it now looks vastly nicer, and we can have a lot more interactive, better looking and complex UIs. #programming #texteditor

I've been playing a game called Janes Fighters recently, it's a flight game from the 90s that I've heard a lot about and always wanted to play. It's a bit annoying setting up old games on modern PCs, but I gotta say this game is really cool.

I don't normally like these kinds of "building" games but Aviassembly actually has gameplay and isn't just an aimless sandbox. It's really fun the kinds of things you can come up with to solve specific problems. I completely lost track of time with this one and went to sleep at 5 in the morning.

Load testing today - huge furball, 84 fighters at the same time over a city (Amsterdam). No perf drop, the bottleneck is with rendering the scene, not with AI perf, so that's a big relief! Very chaotic and fun #solodev #indiedev #indiegame #retrogaming #flightsim

I said I would try to maintain a presence here and immediately dipped out for a month lol. Anyway, I've been pretty busy with work, but I try to work on the game every day. Here's a very early WIP of a catapult system! #flightsim #acecombat #unity

This was much more work than I initially expected, but you can now hot reload any asset that's currently loaded into Polybox (my PS1 inspired fantasy console) #gamedev #programming #psx A little more detail on why this was tricky 🧵

I’ve got an unreal idea for a side project consuming my thoughts and demanding I start working on it. I’ll make a language/compiler/linker that can produce roms for a DS/GBA to run. My own fully custom toolchain for making retro handheld games!

Been working on Polybox, my PS1 fantasy console recently. A lot of non-visual work such as a virtual filesystem and project system. Mostly to support it being an actually usable little product rather than a demo. While doing this I got the swamp scene from Crocotile3D imported #gamedev #programming

New Blog Post: The Year of the Picotron Desktop arnaught.neocities.org/blog/2025/03... It's been a year (March 14, 2024, I believe) since Picotron's alpha released, so I made a big blog post cataloging (most of) the stuff I've made in #Picotron in the past year!

This weekend's work has been back on my PS1 fantasy console project. I've been working on making custom file formats for things like meshes/scenes/textures that are more easily compatible with lua. Heavily inspired by what @lexaloffle.bsky.social has done with picotron.

I've been trying to use my text editor at work day to day, it's useful to help decide what's the most important thing to work on. The other week I realised I the most notable missing feature was file search, so here we go! It's a full regex engine, so you can search however you want

Been using this all day today. Absolutely unreal, blows every other file explorer in any OS I’ve ever used away

A new hobby is developing for me haha. I made a custom modded GBA. Has a backlit high-res IPS screen, USB-C charging and an all new case and buttons. Can’t get over how good the screen looks. Leaps and bounds better than the original.

Been working on my Vulkan rendering project this weekend. I've refactored and tidied up a lot of messy code into something inspired by @sebaaltonen.bsky.social's talk on his renderer. Setting up the rendering pipeline for a cube now looks like this, much neater. Also we can draw textured meshes now

Lot of work recently on my text editor, almost all the basic editing features are in and working, plus countless bugfixes for tabstops and line endings (I hate these things). You can now save the document, which means the editor is useful as a real editor in my daily work! This feels so good

Been mostly relaxing and playing some games this holiday, but did do a small bit of work on the text editor. This is a modal (helix-like) editor, so I started work on the various motions, such as jumping to start and end of line, as well as skipping over words. Can even jump by subwords!

I've implemented my optimization for my text editor, tldr, it was not easy, but I've got something cool and novel (at least by what I've seen online) Here's it is, I can load a 130mb log file, consisting of 600k lines, it loads more or less instantly, and I can navigate and edit with no lag