Game designer and programmer. Founder of
@tuxedolabs
. Teardown
@teardowngame
, Smash Hit, PinOut, Does not Commute, Sprinkle, Granny Smith, Meqon and Dresscode.
It's finally time to reveal the game I'm working on. It's called Teardown. You can read about all the details on the game homepage: or wishlist on steam:
This week I rewrote the entire lighting system to operate on voxels instead of screen space heightfields. Mostly to prove to my colleague what a bad idea it was. I was wrong.
One of the biggest technical challenges with Teardown has been to identify disconnected chunks with good performance. I just came up with a new algorithm that handles unlimited search distance and is an order of magnitude faster than the old one!
The vehicle camera in this game is such a pain because of the crowded, dynamic environments. It's almost impossible to determine a safe camera distance, so I'm thinking about using a fixed distance, soft-clip geometry in front of it and use an outline. Too strange?
How to efficiently turn around with a semitruck that's a tad too large. Voxels are generally terrible to work with when it comes to vehicles because you often get stuck on the blocky shapes. Fortunately the destruction makes up for it by shaving those off as you go.
I've been struggling to simulate "light" smoke that spreads and hangs in the air like most smoke do, and I finally got somewhere. This is suprisingly hard with particles, since you don't simulate the air around it. Amazing upcoming level by
@ONSVRG
and lighting by
@HuntingFluff
I know a lot of you liked the dynamic pathfinding I tinkered with a couple of years ago. Well, I'm back working on it for part 2. Prepare for robots! Sorry about the programmer art...
I've put in a fresh batch of sound effects from
@dawglr
. The sound system in Teardown is entirely based on materials and physical properties of the objects colliding and breaking, so there are no sounds for specific objects.
Here's a new clip from the voxel destruction game we're working on. I rewrote the physics solver to better handle all piles of voxel debris. Sorry about the art.. It's coming!
Using the excellent voxel modeling program
#MagicaVoxel
by
@ephtracy
, you'll be able to create your own sandbox levels and destroy them in Teardown. Four example levels will be included in the initial release.
Fluid experiment continues... It's remarkably effective to just compute the normal from depth buffer using an adaptive step size (based on depth) rather than a fixed single pixel.
I've been knee-deep in noise functions today as I rewrote the water shader. Even though the waves are quite large, the whole surface is rendered as a single quad by discarding fragments based on depth to create a non-straight intersection with ground. Kind of hacky but works
I know I should be working on gameplay, but volumetric lighting is just too much fun. Added proper(ish) light scattering with phase function for chromatic effects.
This is a lua script rendering to a back buffer, presented on curved surface with CRT filter and the image is also used as an area light source. Turned out pretty cool!
Wishlist on Steam:
Game homepage and FAQ:
Platform: PC Windows 64-bit only
Release date: TDB (early access in 2020 on Steam)
Price: TDB (around $20)
Not currently looking for translators or musicians.
I've been experimenting with fluid simulation lately as a side project. The increasingly popular particle/grid hybrid is truly fascinating and it's the first time I feel 3D fluid simulation in games is within reach. Here is 300k particles at 60 FPS, simulated on the CPU(!)
Another update on the robots. Art style test by
@HuntingFluff
and new behavior. All the physics driven animation and path finding in a destructible world makes this rather tricky and clunky to work with, but it's slowly getting there.
Working on a system for physically interactable cables. Also note a couple of new trees made by voxel artist
@knosvoxel
. You might also note how terrible I am at making guns in voxel art.
Finally did proper area lights with volumetric fog. Those kind of lights are really hard to do with traditional rasterization, but not with raytracing!
We just released Teardown 0.6 and it has Steam Workshop support. I'm so excited to see what will show up here. Over the last couple of months we've worked hard on mod support and it is now fairly stable with pretty much all the tools and functionality we use interally.
The update we have been working on for the last couple of months was finally released yesterday. New map with mission and challenges, new destruction algorithm to allow large structures to fall, massive performance improvements, new particle effects, input options and more!
Teardown is getting a photo mode in the next update with improved rendering quality and adjustable DoF. The implementation is simple frame by frame accumulation which converges in about one second.
I'm getting a lot of DMs from people asking for a free copy. Please don't do that. The game isn't done and we're not handing out free copies. I want to keep DMs open for relevant questions and suggestions, so please help me and have patience for the early access release. Thanks!
The Teardown update next week will include scripting support for the dynamic path finding we use for the robots in part 2. It's fully adaptive to environmental changes and requires no setup or precomputation. I can't wait to see what the modding community will do with this!
Back to physics again! I added support for flexible, plastic joints that stay deformed. Great for simulating wooden structures. Large number of joints aren't actually that expensive. It's totally viable today to simulate every nail in reasonably small structures like these.
Not all environments are old industrial fascilities - welcome to the Evertides mall, a 5000 square meter shopping mall filled with stores and art galleries for your destruction pleasures. Level design by Olle and Stefan at
@FrogsongStudios
. Art by
@knosvoxel
I'm getting a lot of requests for a "sandbox game mode". I'm curious what you mean by that, since the game is already designed to feature sandbox gameplay. Do you mean unlimited resources or also the ability to place objects and/or construct your own assets?
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!
We're very humbled to be nominated to the Steam Awards for Most Innovative Gameplay. Figuring out gameplay for Teardown was a long, rewarding and partly frustrating journey. If you think it turned out as great as we do ourselves, we appreciate your vote!
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've been working on path finding for fully destructible environments. It's basically A* with smoothing, but on a coarse voxel grid that is evaluated on the fly.
I'm trying out dithered (blue noise) transparency in the voxel raytracing pipeline. Works surprisingly well together with TAA and gives much nicer reflections. The only issue is that the denoiser understandably gets very confused from the dither patterns.
Hello, destructionists!
Been making challenge-missions lately and just had to share this perfect run! I don't think they will notice I was even there...
Spent quite some time figuring out how to solve this, even if I made it myself :)
#teardown
The voxel art by
@HuntingFluff
was one of the most important inspirations to Teardown and I'm therefore really happy to announce that he's joining the team as art director and voxel artist. Go check out his first mod:
DLSS is the best denoiser I have ever tried, and it's not even a denoiser! Raw path traced samples are sent directly to DLSS in DLAA mode for AI-based accumulation. There's a little bit of ghosting at times, but overall very impressive.
Another big addition to the scripting API is the ability to soft-constrain the position, orientation or velocity of one body to that of another body. This gives modders a flexible way to create complex animations that interact with and respect joints and contacts.