
Better Software Conference
2 HN recommenders · recommended in 3 months, 2025–2026
1:07:09 · 78K views · Jul 18, 2025
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.
3 comments from Hacker News
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
Not about multiplayer but still interesting. Dennis Gustafsson – Parallelizing the physics solver – BSC 2025 this video
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.