Following on from "O Captain! My Captain!" that I made for Ludum Dare 46, I've been hard at work pulling the project apart, refactoring the code and experimenting with new concepts. On the art side, I've been getting into AssetForge, a kit bash tool with a few hundred assets in it, which is a definite improvement over Blocks. I'm still trying it out and am always on the lookout for other one-step-above-programmer-art tools. In terms of code, there's a big problem with O Captain jam edition, and vehicle games in general, in that most game engines are built for fixed size levels of about +/-2000m in each dimension. This is due to the limited precision of floating-point numbers, where the difference between 0.001 and 0.002 (which could be relevant when making a model of a control panel) gets completely swamped when added to your ship's position at +4000 units. This causes textures to jitter and at extreme lengths can start making player movement jittery