Dennis Gustafsson @voxagonlabs
Game designer and programmer. Founder of @tuxedolabs. Teardown @teardowngame, Smash Hit, PinOut, Does not Commute, Sprinkle, Granny Smith, Meqon and Dresscode. voxagon.se Malmö, Sweden Joined February 2013-
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I've done some graphics research lately and been tinkering with a new voxel renderer. It's pretty different from the one in Teardown, focusing heavily on GI. There are no explicit light sources in this scene (except for the sun), just emissive voxels.
I'll be in San Francisco for GDC next week. Send me a DM if you're in town and want to meet up and chat about Teardown, voxels, raytracing, physics or anything else (even if we never met before!)
Some work-in-progress third person camera action and procedural driving animations.
🙌 Creative mode is out now! Build the creations of your dreams in our fun new game mode. ⬇️
Following my last post here on twitter, I summed up my thoughts on streaming containers in a blog post. No fancy destruction videos or shiny graphics, just thoughts on memory alignment and access patterns. blog.voxagon.se/2023/06/01/str…
I often want to store objects of different types (different sizes, usually common base) linearly in memory with quick access to each element. What's your favorite solution to this problem? C/C++ is rather ill-equipped for this use case, while modern hardware loves it.
Experimenting with a new way of doing stochastic transparency. It still uses a checkerboard pattern, but allows for both variable transparency, tinted and frosted glass by recombining transparent and opaque pixels in a post-pass. Looks pretty promising so far!
Next week I'll be at GDC in San Francisco! Last time I went was in 2019 when Teardown was just a bunch of experimental gameplay prototypes. If you want to meet up and talk about voxels, physics or just grab a coffee or beer let me know. My DM's are open.
What a great explanation of soft body physics. It's relatively simple to implement and very fun to play with!
What a great explanation of soft body physics. It's relatively simple to implement and very fun to play with!
For a long time I've been wanting to make a blog post about Teardown rendering. I even started writing it twice but never reached the end because there is so much to cover. Now it turns out @unconed did all this work in glorious detail and accuracy! acko.net/blog/teardown-…
Added foliage mode to spray leaves and bushes.
Experimenting with an in-game build mode. A lot of people have been requesting that. I can see why :)
Teardown is nominated for Most Innovative Gameplay at the 2022 Steam Awards. We appreciate your vote! store.steampowered.com/SteamAwards
We're hiring. Come work with me! tuxedolabs.com/job-enginedeve…
That summer when Lee forgot to call the gardener
More work on procedural trees today, now with different styles and proper connectivity
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84 Followers 117 Following ・Math Nerd with a Youtube Channel - Feel free to dm ✨ ・Creative Lead and Developer at @pugstormgames ・Developing @CoreKeeperGame and future Pugstorm games@voxagonlabs I'm no tech giant, but I'd call the next game Teardown 4 right away thanks to this stuff.
#voxel tech trinity: Brano of @atomontage_com @bobbydigitales of @_dotbigbang_ @voxagonlabs of @teardowngame
@voxagonlabs @tamat yeah, this mode uses trilinear interpolation.
@voxagonlabs I'm very curious about it. Replicating the TD technique was fun to find out why the shader is structured that way (TLDR: it's the mips). usegpu.live/demo/geometry/… I also built a version with an SDF to speed it up but it was rough to get it to behave.
Watching it in amazement, thinking "now show the model at night time" and then the sky went dark and it looked so great. Not even mentioning here how nice the translucent blocks look....
I've done some graphics research lately and been tinkering with a new voxel renderer. It's pretty different from the one in Teardown, focusing heavily on GI. There are no explicit light sources in this scene (except for the sun), just emissive voxels.
@voxagonlabs Yes! Ship it! Teardown was my GOTY a few years ago. Innovative voxel rendering and destruction. Can't wait for this.
@voxagonlabs Would love to, but not at GDC 😞 maybe next time
Looks like we are rocking #NextFest! Only 2 days in, and already hit 11K wishlists (from 3K last week), and we're in the top-10 for pretty much any tag that applies to us (RPG, open world, first person..) out of some 1300 games participating. Thanks everyone for playing!
My 3 year old son (yes, he's 3) has watched countless @teardowngame game plays by @ScrapManYT and has memorized routes to beat missions. (He loves you scrapman!) This is one of the mission runs I recorded! He was so proud of himself! @voxagonlabs @SaberSupport @IGN @Razer
New video (5 min): Implementing undo without commands or fancy data models. Based on @voxagonlabs's "Undo for lazy programmers" #gamedev youtube.com/watch?v=zXeDPB…
I found std just an annoyance
@JoshuaBarczak I found std:byte just an annoyance
Digital Foundry's reviews of poor quality games are always a blast. Can't stop laughing :)
It's astonishing to behold how bad The Last Hope: Dead Zone Survival is on Nintendo Switch. It's the worst game we've ever tested. youtu.be/NVRAItS4a18
@voxagonlabs @HuntingFluff You're working on a beautiful engine there. I don't even mean the the visuals, they're nice too.
My son is playing Teardown on the ROG Ally. He could never play with mouse + keyboard, but after 15 mins, he is already starting to be quite confortable with the gamepad controls. The game runs at ~40 fps on native resolution at max settings.
Today my son turns 2. He knows all letters, he can read the names of his classmates, he can count to 11 (this one goes to 11) and speaks long sentences. As a dyslexic I know I had nothing to do with his talents, and I strongly suspect he is actually a lizard. Love you buddy!❤️
Regarding @voxagonlabs blogpost on streaming containers: blog.voxagon.se/2023/06/01/str… Here is a solution that lets you pack different types one after another in memory, and handle alignment: (Requires C11, or alignof extension support) #cprogramming
@voxagonlabs On ARM, a T will be accessed with instructions that trap on unaligned accesses, only memcpy will generate instructions that allow unaligned. So your `T& addEvent()` will not work. memcpy with a compile time constant size is very efficient though, generating individual loads
@voxagonlabs A code sequence of `T t; memcpy(t, src, sizeof(T)); process(&T)` can be just as fast (when fully optimized/inlined) as `process(reinterpret_cast<T *>(src))` since the memcpy will generate individual loads that can be integrated with the code that uses them.. check on godbolt