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title: The unlikely story of Teardown Multiplayer | daily.dev
description: The developer behind Teardown shares the full story of implementing multiplayer in a game with a completely destructible, physics-driven voxel world. The post...
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og:description: The developer behind Teardown shares the full story of implementing multiplayer in a game with a completely destructible, physics-driven voxel world. The post...
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# The unlikely story of Teardown Multiplayer

**[Hacker News](https://daily.dev/sources/hn)** · 12 min read · 0 upvotes · 0 comments

## Summary

The developer behind Teardown shares the full story of implementing multiplayer in a game with a completely destructible, physics-driven voxel world. The post covers the core technical challenges: achieving deterministic destruction using fixed-point integer math and a command stream, combining reliable and unreliable network channels, handling scripting and modding compatibility, synchronizing in-game terminals via delta-compressed draw commands, a painful multi-month codebase merge, backwards API compatibility, and a late-join solution based on replaying the deterministic command log. The author reflects that the result is not elegant but represents enormous engineering effort, and hints at a cleaner approach being explored in a new engine.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://blog.voxagon.se/2026/03/13/teardown-multiplayer.html>

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---

Tags: [#game-development](https://daily.dev/tags/game-development)

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