Dennis Gustafsson Profile Banner
Dennis Gustafsson Profile
Dennis Gustafsson

@voxagonlabs

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Game designer and programmer. Founder of @tuxedolabs . Teardown @teardowngame , Smash Hit, PinOut, Does not Commute, Sprinkle, Granny Smith, Meqon and Dresscode.

Malmö, Sweden
Joined February 2013
Don't wanna be here? Send us removal request.
@voxagonlabs
Dennis Gustafsson
5 years
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:
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@voxagonlabs
Dennis Gustafsson
6 years
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.
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Dennis Gustafsson
5 years
What happens when you combine the fluid dynamics from Sprinkle with stochastic transparency? This!
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@voxagonlabs
Dennis Gustafsson
3 years
A lot of you have asked for more smoke sim. It is completely reworked and optimized in upcoming 0.7 and features full script control!
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@voxagonlabs
Dennis Gustafsson
4 years
Here's the biggest vehicle in the game. It's pretty big.
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@voxagonlabs
Dennis Gustafsson
4 years
Now with underwater destruction!
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@voxagonlabs
Dennis Gustafsson
4 years
Race track confirmed!
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@voxagonlabs
Dennis Gustafsson
5 years
Who would implement a recoloring feature without adding a spray can?
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@voxagonlabs
Dennis Gustafsson
4 years
Added dynamic weather. Probably a challenge for twitter video compression, but here's rain with wet ground and puddles.
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@voxagonlabs
Dennis Gustafsson
1 year
Experimenting with an in-game build mode. A lot of people have been requesting that. I can see why :)
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@voxagonlabs
Dennis Gustafsson
4 years
The spraycan is useful for so many things
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@voxagonlabs
Dennis Gustafsson
4 years
It is now official: Teardown is coming to Steam Early Access on October 29th! Wishlist on Steam: Game homepage and FAQ:
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Dennis Gustafsson
4 years
Bad weather at the marina today...
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@voxagonlabs
Dennis Gustafsson
5 years
Proper use of a rusty pipeline.
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@voxagonlabs
Dennis Gustafsson
3 years
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!
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@voxagonlabs
Dennis Gustafsson
4 years
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@voxagonlabs
Dennis Gustafsson
4 years
Added a bunch of new vehicles. There are now 24 different types of vehicles. The big forklift comes in really handy sometimes!
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@voxagonlabs
Dennis Gustafsson
4 years
Why on earth would you need a fire extinguisher unless you also had a blowtorch?
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@voxagonlabs
Dennis Gustafsson
5 years
I just had to make another cable video. It's slingshot time :)
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@voxagonlabs
Dennis Gustafsson
4 years
How to steal a heavy safe the Teardown way
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@voxagonlabs
Dennis Gustafsson
4 years
Track racing car by @knosvoxel inspired me to find new use for that smoke simulation :)
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@voxagonlabs
Dennis Gustafsson
4 years
That was quick
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@voxagonlabs
Dennis Gustafsson
4 years
Looks like I need to implement a fire extinguisher next!
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@voxagonlabs
Dennis Gustafsson
4 years
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?
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Dennis Gustafsson
4 years
I've never used a foam fire extinguisher, but I'm imagining this must be close enough.
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@voxagonlabs
Dennis Gustafsson
4 years
It's summer. Time to launch the boat!
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@voxagonlabs
Dennis Gustafsson
5 years
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.
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Dennis Gustafsson
3 years
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
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Dennis Gustafsson
3 years
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...
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Dennis Gustafsson
4 years
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.
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@voxagonlabs
Dennis Gustafsson
3 years
More new toys for Part 2
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@voxagonlabs
Dennis Gustafsson
6 years
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!
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@voxagonlabs
Dennis Gustafsson
4 years
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.
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@voxagonlabs
Dennis Gustafsson
3 years
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.
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@voxagonlabs
Dennis Gustafsson
4 years
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
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@voxagonlabs
Dennis Gustafsson
2 years
Voxel-accurate destruction with network synchronization using deterministic fixed point math. It's not a game, but it's a good start :)
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@voxagonlabs
Dennis Gustafsson
4 years
Teardown is finally released on Steam Early Access. Steam page: Homepage and FAQ: Discord:
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@voxagonlabs
Dennis Gustafsson
10 months
Some work-in-progress third person camera action and procedural driving animations.
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@voxagonlabs
Dennis Gustafsson
5 years
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.
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@voxagonlabs
Dennis Gustafsson
3 years
Time for some new explosions! Particle effects is such a joy to work on. This fine balance between tech, art and scripting.
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@voxagonlabs
Dennis Gustafsson
4 years
The security firm really cares more about intruders than property damage.
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@voxagonlabs
Dennis Gustafsson
4 years
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!
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@voxagonlabs
Dennis Gustafsson
4 years
THIS is how you do Insurance Fraud mission like a pro.
@statschef
Svante
4 years
momentum and gravity did the trick @tuxedolabs @Resident_Emil #teardown
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@voxagonlabs
Dennis Gustafsson
5 years
Experimenting with a building tool for covering holes. Turns out to be quite useful for other things as well.
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@voxagonlabs
Dennis Gustafsson
5 years
I always wanted a station wagon convertible.
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@voxagonlabs
Dennis Gustafsson
6 years
I finally implemented destruction that respects the different material properties used in voxel models.
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@voxagonlabs
Dennis Gustafsson
2 years
One of the most useful tools in Teardown yet
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@voxagonlabs
Dennis Gustafsson
3 years
This is quite insane!
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@voxagonlabs
Dennis Gustafsson
4 years
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.
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Dennis Gustafsson
3 years
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(!)
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@voxagonlabs
Dennis Gustafsson
3 years
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.
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@voxagonlabs
Dennis Gustafsson
3 years
Tesla should be interested in this new autonomous driving technology.
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@voxagonlabs
Dennis Gustafsson
2 years
It's time to dust off that sledge and get ready for Part 2. It will release as a free update on December 2nd! High resolution version:
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@voxagonlabs
Dennis Gustafsson
3 years
Teardown is nominated for two awards at the Independent Games Festival this year!
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Dennis Gustafsson
5 years
Front loaders aren't really meant for indoor driving, but if you do – make sure to leave skidmarks on the walls.
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@voxagonlabs
Dennis Gustafsson
5 years
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.
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Dennis Gustafsson
5 years
Finally did proper area lights with volumetric fog. Those kind of lights are really hard to do with traditional rasterization, but not with raytracing!
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Dennis Gustafsson
3 years
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.
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Dennis Gustafsson
3 years
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!
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Dennis Gustafsson
3 years
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.
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@voxagonlabs
Dennis Gustafsson
4 years
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!
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@voxagonlabs
Dennis Gustafsson
3 years
Today is the one year anniversary of the initial Teardown release. Let's celebrate by revealing what's coming this December! High resolution version:
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@voxagonlabs
Dennis Gustafsson
2 years
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!
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@voxagonlabs
Dennis Gustafsson
1 month
Well hello hardware raytracing!
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@voxagonlabs
Dennis Gustafsson
5 years
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.
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@voxagonlabs
Dennis Gustafsson
5 years
Remember this is from a guy with arachnophobia.
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Dennis Gustafsson
4 years
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
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Dennis Gustafsson
1 year
Added foliage mode to spray leaves and bushes.
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@voxagonlabs
Dennis Gustafsson
5 years
A little bit of Friday deconstruction.
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@voxagonlabs
Dennis Gustafsson
2 years
Part 2 update is out, go get it!
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@voxagonlabs
Dennis Gustafsson
3 years
How to get rid of an annoying stalker
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@voxagonlabs
Dennis Gustafsson
4 years
I spent last week adding scripting support in Teardown. Emil is already busy building sparkling elevators.
@Resident_Emil
Resident Emil
4 years
Today I built an elevator :) #teardown
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Dennis Gustafsson
4 years
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?
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Dennis Gustafsson
6 years
This is my friday. All procedural animation!
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@voxagonlabs
Dennis Gustafsson
5 years
Voxels make buoyancy easier to implement than to spell.
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@voxagonlabs
Dennis Gustafsson
1 year
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!
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@voxagonlabs
Dennis Gustafsson
3 years
Wohoo! Teardown received the award for excellence in design at the Independent Games Festival last night.
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Dennis Gustafsson
3 years
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!
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Dennis Gustafsson
2 months
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.
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@voxagonlabs
Dennis Gustafsson
6 years
I've got explosives!
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Dennis Gustafsson
6 years
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.
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@voxagonlabs
Dennis Gustafsson
5 years
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.
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@voxagonlabs
Dennis Gustafsson
2 years
Finally started working on a spawning system. Turns out the tank is no slouch around the track!
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@voxagonlabs
Dennis Gustafsson
4 years
And finally Löckelle wrecking company, your home base and personal playground, by @Resident_Emil
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@voxagonlabs
Dennis Gustafsson
4 years
This requires som expert-level planning and preparation!
@Resident_Emil
Resident Emil
4 years
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
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Dennis Gustafsson
3 years
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:
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Dennis Gustafsson
12 days
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.
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@voxagonlabs
Dennis Gustafsson
2 years
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.
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