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RubbleRewind // performance focus

RubbleRewind // performance focus

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I keep returning to RubbleRewind and RubbleVox.

Don’t expect visual fireworks. The screenshots won’t show you much.

A grey, blocky building simulation mid-destruction, with debris and smoke, viewed from a slightly different angle. A 'Sn

I wired in logging. The goal: expose every chokepoint, every bug.

Still a sandbox. Cannonballs against a textured box. This simple setup taught me more about optimization than any complex project.

The latest RubbleVox and RubbleRewind builds are available now. If you tried the last version, you’ll feel the performance jump. Behaviors tightened.

A grey, multi-story building simulation collapsing from destruction, with debris and dust particles, and a game UI on th

I’m brainstorming what these two could become. They’re still fun to play as they are.

Wrecking games have a core problem: Angry Birds, Castle Crasher. Players just collapse the ground floor. Everything above follows.

More optimization strategies are next. I will build and test them.

A grey building simulation nearing complete destruction, with most of its structure collapsed into a pile of rubble and

First, a clean framework. Then performance. Only then will visuals get a pass.

Other projects saw only technical housekeeping. Nothing you’d notice in-game.

More from the same operator: Josoka — AI-written health blog.