Tremolith Devlog 0: Building a Destruction Game in the Open
This is the first devlog for Tremolith, a physics-driven destruction game I’m building solo in Godot 4 for Windows.
What is Tremolith?
The core idea: structures that fail the way structures actually fail. Stress propagates through every wall and support in the simulation, so when you cut the wrong beam, the collapse is computed, not scripted. The destruction sim runs in a custom C++ engine module for speed; everything else - game logic, AI, UI - stays in statically typed GDScript for iteration speed.
Why build in the open?
Two reasons. First, accountability: this project lives under a strict pipeline with kill gates, and writing it up publicly keeps the verdicts honest. Second, the technical problems are interesting - structural stress propagation, debris tracking, mixing C++ and GDScript - and very little is written about them for Godot. If you’re searching for how to do this stuff, I want these posts to be what you find.
What to expect here
Engineering deep dives with real numbers (frame times, before and after), design decisions and their tradeoffs, and honest milestone recaps - including the failures. New posts roughly every week or two.
Follow along on the Tremolith page or grab the RSS feed.