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

Joined February 2013
214 Photos and videos
Box2D is driving virtually every 2D physics game out there. Today Erin released the 3D version in a nice portable package with a sane API, this is huge for physics in games!
I’m happy to announce the release of a new open source 3D physics engine called Box3D. I’ve been working on this project for a few years now, but it represents over 20 years of experience writing physics engines for games. Read more here: box2d.org/posts/2026/06/anno…
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Not sure how useful, but you can't argue with the satisfaction
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The talk @RundlettGabe and I gave at GPC in November last year is finally out. I talk about the voxel rendering techniques we use in Teardown and Gabe covers the rendering in our new engine. Enjoy! youtube.com/watch?v=IM1Dr98f…
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Some physically driven animation for your Wednesday afternoon. After months of trying to get RL to look nice, I've switched over to good old procedural animation.
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The Teardown Multiplayer project was a tricky one. It's finally out, and I wrote up the technical details on what we went through to get there: blog.voxagon.se/2026/03/13/t…
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Adding multiplayer to this game has been far more complicated than making the entire engine for single player. This is a project that spans 3 years and dozens of developers and now it's finally time to let it out in the wild!
🚨 Teardown Multiplayer update launches on PC March 12 – 2 PM CET 🚨 It's time to squad up and cause chaos together 💥 Co-op destruction, physics madness, campaign with friends & community mods like never before. Console version is coming later this year. Watch the trailer 👇
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We're using a mix of deterministic sync for scene changes (destruction, spawning, deletion, etc), state synchronization with eventual consistency (physics, visual) and differential state streaming (screens, menu).
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The combination of a fully destructible voxel world, physics simulation and modding support while still maintaining backwards compatibility is tricky to design for, but it worked out quite good in the end.
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Once again I had the honour of being on the amazing @wookash_podcast, this time discussing profilers with @rovarma.
Technical talk on profilers with best in class guests! Dennis @voxagonlabs - the creator of profiler which has become RAD Telemetry and Ritesh @rovarma - cofounder building Superluminal profiler! These fine gentlemen have joined to discuss how profilers work under the hood and how to use them! We even got close to a serious fight, since both the side of INSTRUMENTATION and SAMPLING has been represented! I loved this discussion! Thank you guys for putting the time and effort to come and share your knowledge!
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Next week I'll go to Breda for the Graphics Programming Conference. @GabeRundlett and I will give a presentation on Tuesday about raytracing voxels, covering methods used both in Teardown as well as our new engine. If you are also there and would like to meet up, let me know!
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Tomorrow, Tuesday at 7PM CET I will join Wookash and Ritesh on a live chat about performance profiling!
On Tuesday we're gonna have a LIVE chat on Profilers with @voxagonlabs - original author of RAD Telemetry profiler, and @rovarma who built Superluminal profiler! Join us!
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Reinforcement learning experiments continues. Still a bit janky, but it is clearly learning something. This is about an hour into training.
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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=Kvsvd67X…
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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…
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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.
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Baby steps towards physically based animation with reinforcement learning...
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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! 🇸🇪
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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/t…
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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/8…
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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!
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