Dennis Gustafsson
@voxagonlabs
Game designer and programmer. Founder of @tuxedolabs. Teardown @teardowngame, Smash Hit, PinOut, Does not Commute, Sprinkle, Granny Smith, Meqon and Dresscode.
I got several requests for a blog post about my thoughts on ECS, so here it is! This is an area that interests me, so I'd be very curious to hear your opinions on the topic, so please comment and share your thoughts! blog.voxagon.se/2025/03/28/tho…
My talk from @BetterSoftwareC last week is up on youtube. I present my findings on thread synchronization and job systems that I learned while parallelizing the physics solver. youtube.com/watch?v=Kvsvd6…
Tomorrow I'll give a talk at the Better Software Conference on parallelization. I'm squeezed in between these giants. No pressure :-O Come tune in if you want to watch! bettersoftwareconference.com

It's getting better, but progress is pretty slow. The reward here is for staying upright while matching a rest post. This one has about 65k parameters trained with PPO for half an hour.
Baby steps towards physically based animation with reinforcement learning...
I had the great honor to be on my favorite gamedev podcast , the @wookash_podcast. It's a long one, but it covers most of my career in the games industry with a focus on physics simulation. Also make sure to check out the other episodes, there are so many good ones!
Join me while @voxagonlabs walks me through how physics engines work, what are the difficulties of implementing them from scratch, and to hear all sorts of cool stories from Dennis!💫 Dennis, thank you for joining me! I learned a lot and had a great time! Tack så mycket! 🇸🇪
My friend and former colleague @LonghandEC has been working on a game called Overlook Trail for seven years and it was finally released today! I got the opportunity to play it a few weeks ago, and it's a beautiful, chill experience with great music. store.steampowered.com/app/817800/Ove…
We at Tuxedo Labs will park ourselves in the Parc 55 lobby tomorrow Wednesday 1pm-3pm. If you’re at GDC and want to try Teardown multiplayer or have a look at my new prototypes, you are welcome to join us!
I'm going to GDC next week. If you are interested in voxels, game physics or new game technology and want to meet up in San Francisco for a chat or show each other demos, please don't hesitate to send me a DM!
The spaghetti stress test. Each batch is about 800 bodies, connected with shape-preserving ball joints.
Over the last couple of months I've been listening to Game Engineering podcast, @g_engineering_ and I cannot recommend it enough. If you are interested in game programming and writing your own tech, here is a lot of valuable insights. Thank you Łukasz for the great initiative!
Joints in the multi-threaded solver. While simpler to implement in theory, multiple violating constraints are much more sensitive to ordering, making them challenging for graph coloring.
I finally got graph coloring working properly in the solver with good performance. Now large piles can be solved on multiple threads in deterministic order. It really helps with stability. Big thanks to @erin_catto pointing me in the right direction!
I was recently on @software_daily to talk about voxel tech, Teardown, ray tracing and physics. Find the full podcast episode here: softwareengineeringdaily.com/2025/01/02/tea…
So what have I been up to this year? Hardware raytracing, Vulkan, deformable voxels, engine architecture, physics and lots of multithreading. blog.voxagon.se/2024/12/29/yea…
It's a strange job, but look at that stability!
I've been trying to implement a parallel rigid body solver. It's a tricky problem in physics to solve a huge pile of objects on multiple threads. I've tried graph coloring and other means of splitting up the problem, but so far a locking primitive per body is the most efficient..
The new voxel format is finally starting to come together. It uses a brickmap that enables large, sparse objects, unique properties for each voxel (no palette) and really fast scene updates.