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
I have been sitting on a follow up post about PS1 rendering based on my project about that which talks about doing this. I must get it finished one of these days.

Regardless this is the shader that does the dithering: github.com/DavidColson/...
Polybox/shaders/core3d.shader at main · DavidColson/Polybox
Late ninties, PS1 inspired fantasy console. Contribute to DavidColson/Polybox development by creating an account on GitHub.
github.com
October 20, 2025 at 10:08 AM
The current thought is to transition away from linked list and instead optimize queries with a tree like VSCode has done or like the Fred editor shown at handmade cities. www.youtube.com/watch?v=LmIN...
fred | about
YouTube video by starfreakclone
www.youtube.com
August 14, 2025 at 3:13 PM
I've learned a lot of really interesting things about text rendering, syntax highlighting and UI stuff, which I hope to share bits of and maybe write some articles on stuff
August 4, 2025 at 9:49 AM
This often comes up in the context of small game entity systems, where usually you don't have more than a hundred or so entities, and so a fat struct entity does not incur much performance penalty because you don't iterate over that many, and in exchange you get a simpler architecture.
July 24, 2025 at 9:52 AM
There is a tradeoff here that is worth discussing I feel. Fat struct architectures are simpler and more flexible, but yes they are worse for cache use.

The situations where one might use them would be when you don't have that many instances of something, so the memory throughput benefit is minimal
July 24, 2025 at 9:52 AM
The lower leagues of motorsport emphasis driver skill _much_ more (they often race with the same, or at least normalized cars) and the difference is really noticeable compared to F1
July 1, 2025 at 2:37 PM
What I think is crazy cool about F1 is that the drivers are ridiculously talented, and it's super hard to drive at the pace they do. But they're all so close in skill after filtering out so many other drivers, that what separates winners from losers ends up not being driver skill in many cases.
July 1, 2025 at 2:36 PM
I won’t say any more in public on this topic, I don’t want to get anyone in trouble (my dms are available if anyone reading this thread wants to chat), but yea it’s really nice for me to see you try to solve these issues with a fresh take on the matter.
June 17, 2025 at 7:28 PM
This whole topic is precisely the issue SC's flight model had/has lol. It's too good, we had to resort to inventing lore that allowed us to nerf thrusters in atmosphere to get it to look okay. And even then it wasn't the best.
June 17, 2025 at 8:39 AM
Is it just any speed that contributes to this? I.e. if I thrust from a standstill on the ground, I start to get some forward momentum without any other inputs?
June 16, 2025 at 3:42 PM
I have also come to realise that there may be less stabilization than it feels, if you take the stick as a yaw/pitch angle rather than a yaw/pitch _rate_ then when you let go it settles?
June 16, 2025 at 3:16 PM
The blending is also very interesting, you can just take off from a standstill in normal mode and I guess you just lift off because it's 100% down thrust, but it very quickly starts moving forward. I have been trying to land vertically in manual mode, but haven't quite seen if I can do that
June 16, 2025 at 3:14 PM
An immediate thing that strikes me is how much stabilization you have. Hovering was always such a precarious state when we tried it on Star Citizen. But this feels "managed" which I gives you that "looks cool but is easy" feel. It's very cool, I am a fan
June 16, 2025 at 3:09 PM
Oooh yes please!
June 16, 2025 at 3:05 PM
Is this something like helicopter style hovering but with assists?
June 16, 2025 at 8:58 AM
Is the auto-aim done with a gun gimbal such that it's decoupled from ship orientation? Or something else?
June 16, 2025 at 8:52 AM
I don't know how well it'll show up on bluesky, but the text rendering in particular is vastly better.
May 11, 2025 at 2:18 PM