
Dennis Gustafsson – Parallelizing the physics solver – BSC 2025
About this video
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.
Why it appears in the archive
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.
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From the Hacker News discussion
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 [VIDEO]
Read original comment ↗Not about multiplayer but still interesting. Dennis Gustafsson – Parallelizing the physics solver – BSC 2025 [VIDEO]
Read original comment ↗From my understanding this talk describes how he implemented a solution for a similar problem [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.
Read original comment ↗