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Dennis Gustafsson – Parallelizing the physics solver – BSC 2025

Better Software Conference2 HN recommenders · recommended in 2 months, 2025-2026
YouTube
77K views · 1 year ago · talk · evergreen

Dennis Gustafsson, creator of Teardown, presents how he parallelized the physics solver for an upcoming game, followed by a Q&A. The talk was given at the Better Software Conference 2025.

HN points to it as a practical example of solving a tricky multithreading problem, including using a spinlock to speed up a real-time physics solver.

Game programming & enginesSoftware performance & optimization#physicssolver#multithreading#spinlock#gameengines#teardown

3 comments from Hacker News

@Hikikomori2026 · in “The unlikely story of Teardown Multiplayer”

Not about multiplayer but still interesting. Dennis Gustafsson – Parallelizing the physics solver – BSC 2025 ▶ this video

RecommendsView on HN
@fasterik2026 · in “Spinning around: Please don't – Common problems with spin locks”

As always: use standard libraries, profile, then write your own if the data indicates it's necessary. The following is an interesting talk where the author used a spinlock to speed up a real-time physics solver significantly. Dennis Gustafsson – Parallelizing the physics solver – BSC 2025 ▶ this video

RecommendsView on HN
@levodelellis2025 · in “Futurelock: A subtle risk in async Rust”

From my understanding this talk describes how he implemented a solution for a similar problem ▶ this video I'm saying if you're not writing multi-threaded code everyday, use a library. It can use atomics/locks but you shouldn't use it directly. If the library is designed well it'd be impossible to deadlock.

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