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Teardown

A voxel sandbox heist game with fully destructible environments.

teardowngame.com1 source3 tips

Where Teardown comes up1 episode or test

Gcreator of Game Maker's Toolkit testHow Games Do Destruction
In short

Teardown uses tiny voxels and turns any loose cluster into a rigid body, so debris falls and rolls and nothing floats. A building drops only when fully cut from the ground, so a huge one can hang on a single strand. Its designer calls full destruction a design nightmare. Lesson: detach and simulate loose pieces, but realistic physics does not guarantee good gameplay.

At a glanceTeardown turns broken voxel chunks into falling rigid bodies
  1. 1Voxels break awayChunk separates from the main cluster
  2. 2Chunk becomes rigid bodyGame converts it instantly
  3. 3Physics takes overFalls, collides and rolls like debris
  4. 4Nothing floatsNo floating platforms, unlike simple voxel games

From Teardown destruction breakdown

What was said about Teardown

1How Teardown handles full destruction

  • Teardown turns loose voxel clusters into rigid bodies so nothing floats. When voxels break away from a main cluster, the game instantly converts them into a new rigid body physics object. Furniture is built from hundreds or thousands of tiny blocks, and detached chunks fall, collide and roll like real debris.

    This removes the floating platform problem of simple voxel games, at much higher resolution than Minecraft. The source's line: "There are no floating platforms here!"

  • Teardown drops a building only once it is fully cut from the ground. A huge building can hang on a single strand of voxels and stay up. The source says this kind of rule feels arbitrary compared with a structural stress check.

    Bad Company 2 also feels arbitrary to the source, because it collapses a building after a set number of prefab pieces break.

  • Full destruction is compelling for players but a nightmare for designers. Teardown's designer calls a fully destructible environment compelling for players but a nightmare for design. Game design usually depends on limits, rules and constraints, and full destruction can throw them out.

    Noita's maker Nolla gives a similar warning: realistic simulation often does not produce good gameplay. The source's line: "Often, that's not the case".

2Similar examples from other apps

These are about other apps, not Teardown: examples from the same sources that help explain it.

  • Red Faction: Guerilla decides collapse with a per-layer stress check. Each brick gets a weight and a strength, and bricks are grouped into layers. A layer holds only if its strength exceeds the weight of all the layers above it, so buildings react to removed foundations.

    The source sets this against Teardown's rule of falling only when fully detached from the ground. Its quote: "is the strength of one layer greater than the weight of the all the layers above it?"

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