Dave Colson
dcolson.bsky.social
Dave Colson
@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
Huge congrats to Paul and team for this launch, probably the one of (if not the?) best Irish developers out there right now!
The Seance of Blake Manor is now live on Steam.
Check out our launch trailer!

💀 store.steampowered.com/app/1395520/...

#indiegames
October 29, 2025 at 2:39 PM
Reposted by Dave Colson
Doors open in 1 hour!
October 27, 2025 at 12:00 PM
Reposted by Dave Colson
We're happy to say that The Séance of Blake Manor has been #SteamDeck verified.

Launching on the 27th of October. You can wishlist it or check out the demo in #SteamNextFest.

Check out the demo: bit.ly/47Pm8XA

#indiegames
October 17, 2025 at 9:01 AM
Reposted by Dave Colson
The new clouds still need some better lighting effects, but chasing planes through them feels pretty good #gamedev #flightsim
August 31, 2025 at 5:33 PM
I came into a frustrating issue in the design my text editor. I had this great mechanism for caching linked list nodes to make it faster to jump around the file and query stuff.

But I've just realised, caching nodes like this is wildly not threadsafe.

Going back to the drawing board for a bit lol
August 14, 2025 at 3:11 PM
I'm supposed to post more but I frequently forget, but anyway, major text editor update!

- Completed a rewrite of the UI and text rendering
- Implemented syntax highlighting!!
- Smooth scrolling, and countless bits of UI polish

Really coming together, I'm able to use it day to day more often now
August 4, 2025 at 9:43 AM
Reposted by Dave Colson
The devil is in the details! In design, things are often made just a bit different so that they appear consistent and balanced.

en.m.wikipedia.org/wiki/Oversho...

en.m.wikipedia.org/wiki/Kerning

en.m.wikipedia.org/wiki/Optical...
July 15, 2025 at 6:58 AM
Reposted by Dave Colson
The prototype version of this spaceship landing thing is now available on itch. The prototype has been done for weeks now, but it's taken me a while to put to paper what I wanted to about how this works and how to fly it. I'm really proud of how this little prototype came out.
June 30, 2025 at 11:29 PM
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
May 11, 2025 at 2:18 PM
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.
April 13, 2025 at 7:33 PM
Reposted by Dave Colson
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.
April 12, 2025 at 3:04 PM
Reposted by Dave Colson
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
April 7, 2025 at 3:53 AM
Reposted by Dave Colson
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
April 3, 2025 at 11:31 AM
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 🧵
March 22, 2025 at 7:57 PM
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!
March 21, 2025 at 1:27 PM
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
March 16, 2025 at 4:57 PM
Reposted by Dave Colson
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!
The Year of the Picotron Desktop
$CurrentYear+1 will be the year of the Picotron desktop!
arnaught.neocities.org
March 14, 2025 at 2:16 PM
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.
March 2, 2025 at 5:05 PM
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
February 23, 2025 at 5:47 PM
Been using this all day today. Absolutely unreal, blows every other file explorer in any OS I’ve ever used away
February 19, 2025 at 8:40 PM
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.
February 19, 2025 at 11:29 AM
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
February 16, 2025 at 12:03 PM
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
February 4, 2025 at 11:44 AM
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!
January 2, 2025 at 12:05 PM
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
December 18, 2024 at 6:10 PM