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  1. Multiplayer has been the single most requested feature for Teardown ever since before its initial release.

  2. Thoughts on ECS

    I mentioned in my year summary that I have a lot to say about ECS, and got several requests to write more about it, so I’ll do an attempt to write up my thoughts here.

  3. Year summary

    As the year concludes I wanted to give a small update on what I’ve been working on.

  4. Streaming containers

    This blog post is about an issue I’ve run into several times, but still unsure how to solve in a nice way.

  5. I often get the question how I got into game development and if I have any tips for beginners.

  6. The Spraycan

    Teardown uses an 8-bit color palette for voxel materials, so any voxel volume can have up to 255 different materials and the representation per voxel is then just a single byte to save memory.

  7. Teardown quicksave

    Saving the complete state of a game at any time and then restoring to that state is hard for any game, but in a fully dynamic voxel world that constantly changes, controlled by dozens of lua scripts, all with their own internal state, implementing this was

  8. Teardown design notes

    Teardown started as a technology experiment and it’s one of those games where gameplay was designed to fit the technology, rather than the other way around.

  9. There are many articles to read about noise functions in computer graphics, especially now that a lot of people recently got interested in ray tracing, but it took me a long time to fully understood why noise characteristics are so important and I didn’t…

  10. There has been quite a few changes to my rendering pipeline over the last couple of months.