
Over twelve months, Fortblox engineered core gameplay and physics systems for the Facepunch/sbox-scenestaging repository, focusing on robust 3D interactions and editor tooling. He modernized ragdoll and joint systems, refactored scene and component architectures, and improved physics fidelity through C# and C++ development. His work included modularizing asset management, optimizing physics initialization, and enhancing networked car dynamics, all while maintaining clear commit traceability and documentation. By integrating Unity-like workflows and refining rendering pipelines, Fortblox reduced technical debt and improved maintainability. His technical depth is evident in his approach to code organization, physics simulation, and cross-cutting engine improvements throughout the project.

January 2026: Delivered Car Interaction Physics Improvements by updating joint configurations in the physics scene to enhance the realism and performance of car interactions in Facepunch/sbox-scenestaging. Fixed a joint-example bug (commit 21c331a80def09db85e4fcb6ce2f388e69119af5). This work yields more stable vehicle behavior, smoother gameplay, and reduced QA overhead for vehicle-related scenarios.
January 2026: Delivered Car Interaction Physics Improvements by updating joint configurations in the physics scene to enhance the realism and performance of car interactions in Facepunch/sbox-scenestaging. Fixed a joint-example bug (commit 21c331a80def09db85e4fcb6ce2f388e69119af5). This work yields more stable vehicle behavior, smoother gameplay, and reduced QA overhead for vehicle-related scenarios.
December 2025: Delivered Joint Car Example improvements in Facepunch/sbox-scenestaging, adding impact damage mechanics and network transmission settings for car components to boost realism and interactivity. No major bugs fixed this month. The work strengthens multiplayer fidelity and provides a solid foundation for broader car dynamics and network optimizations in the next sprint. Technologies demonstrated include physics-based damage modeling, client-server network synchronization, and component-level state transmission, with traceability via the commit 025805f48006f764a9781b670a077a79b0162cfc.
December 2025: Delivered Joint Car Example improvements in Facepunch/sbox-scenestaging, adding impact damage mechanics and network transmission settings for car components to boost realism and interactivity. No major bugs fixed this month. The work strengthens multiplayer fidelity and provides a solid foundation for broader car dynamics and network optimizations in the next sprint. Technologies demonstrated include physics-based damage modeling, client-server network synchronization, and component-level state transmission, with traceability via the commit 025805f48006f764a9781b670a077a79b0162cfc.
November 2025 performance summary for Facepunch/sbox-scenestaging. Delivered two major features, fixed Razor component bugs, and advanced physics visualization, delivering business value and long-term maintainability.
November 2025 performance summary for Facepunch/sbox-scenestaging. Delivered two major features, fixed Razor component bugs, and advanced physics visualization, delivering business value and long-term maintainability.
Month: 2025-10 — Key feature delivered: Physics Shape Generation Improvement in SplineCollider for Facepunch/sbox-scenestaging. The update extends CreatePhysicsShapes to accept a Transform parameter and refines bone transform calculations to use the local transform, improving accuracy of physics shape generation in SplineCollider. Major bug/work item: fix CreatePhysicsShapes obsolescence (commit referenced). Impact: higher fidelity physics shapes, reduced misalignment in spline-based colliders, contributing to more stable gameplay and easier future enhancements. Technologies/skills demonstrated: 3D transforms handling (local vs. world), physics integration in collider pipeline, code refactoring and maintenance, clear commit hygiene and documentation in commits.
Month: 2025-10 — Key feature delivered: Physics Shape Generation Improvement in SplineCollider for Facepunch/sbox-scenestaging. The update extends CreatePhysicsShapes to accept a Transform parameter and refines bone transform calculations to use the local transform, improving accuracy of physics shape generation in SplineCollider. Major bug/work item: fix CreatePhysicsShapes obsolescence (commit referenced). Impact: higher fidelity physics shapes, reduced misalignment in spline-based colliders, contributing to more stable gameplay and easier future enhancements. Technologies/skills demonstrated: 3D transforms handling (local vs. world), physics integration in collider pipeline, code refactoring and maintenance, clear commit hygiene and documentation in commits.
July 2025 — Facepunch/sbox-scenestaging: Key features delivered include Joints Scene Enhancements and Demos and Ragdoll System Integration into Engine Model Physics, alongside a compile-time bug fix. These efforts modernize physics demos, improve model-physics cohesion, and boost build reliability.
July 2025 — Facepunch/sbox-scenestaging: Key features delivered include Joints Scene Enhancements and Demos and Ragdoll System Integration into Engine Model Physics, alongside a compile-time bug fix. These efforts modernize physics demos, improve model-physics cohesion, and boost build reliability.
June 2025 monthly summary for Facepunch/sbox-scenestaging focused on stability and correctness. No new features delivered this month; three critical bug fixes deployed to improve gameplay accuracy and reliability.
June 2025 monthly summary for Facepunch/sbox-scenestaging focused on stability and correctness. No new features delivered this month; three critical bug fixes deployed to improve gameplay accuracy and reliability.
March 2025 monthly summary for Facepunch/sbox-scenestaging: Focused on physics initialization optimization, cleanup reliability, and networking startup stability. Delivered concrete features and bug fixes that reduce runtime overhead, prevent cleanup/persistence issues, and improve deterministic startup behavior. Business value includes lower CPU usage during initialization, fewer physics-related regressions after model changes, and more stable networked scene setup.
March 2025 monthly summary for Facepunch/sbox-scenestaging: Focused on physics initialization optimization, cleanup reliability, and networking startup stability. Delivered concrete features and bug fixes that reduce runtime overhead, prevent cleanup/persistence issues, and improve deterministic startup behavior. Business value includes lower CPU usage during initialization, fewer physics-related regressions after model changes, and more stable networked scene setup.
February 2025 – Facepunch/sbox-scenestaging: Delivered a robust Physics Grabbing System Overhaul and removed legacy IES parsing, resulting in more reliable physics-based object interaction and a leaner asset pipeline. Implemented a fixed-timestep grabbing workflow and a new PhysicsGrabber component to enable stable manipulation of physics objects via a fixed joint, plus an example component to demonstrate the pattern. Deprecated IES parsing by removing IESTextureGenerator, replacing IES data with image-based representations to reduce runtime errors and simplify rendering pipelines.
February 2025 – Facepunch/sbox-scenestaging: Delivered a robust Physics Grabbing System Overhaul and removed legacy IES parsing, resulting in more reliable physics-based object interaction and a leaner asset pipeline. Implemented a fixed-timestep grabbing workflow and a new PhysicsGrabber component to enable stable manipulation of physics objects via a fixed joint, plus an example component to demonstrate the pattern. Deprecated IES parsing by removing IESTextureGenerator, replacing IES data with image-based representations to reduce runtime errors and simplify rendering pipelines.
January 2025 (Facepunch/sbox-scenestaging) focused on stabilizing gameplay physics and improving developer ergonomics. Key changes include reverting a prior PlayerSquish collision fix and updating GameObject destruction so only the specific GameObject is destroyed (instead of the parent), preserving gameplay stability (commit 733c911a5289af14e67d4d054e83863f352578e0). In parallel, the codebase was reorganized by renaming the root directory from 'code' to 'Code' to improve navigation and consistency across the repository (commit 7c1ef711128143952938164c297c264f7e12d877). Impact: Maintained stable player physics, reduced risk from the previous fix, and improved maintainability and onboarding through clearer project structure. Technologies/skills demonstrated: Unity-like physics configuration, precise version-control discipline, and effective codebase refactoring with attention to naming conventions.
January 2025 (Facepunch/sbox-scenestaging) focused on stabilizing gameplay physics and improving developer ergonomics. Key changes include reverting a prior PlayerSquish collision fix and updating GameObject destruction so only the specific GameObject is destroyed (instead of the parent), preserving gameplay stability (commit 733c911a5289af14e67d4d054e83863f352578e0). In parallel, the codebase was reorganized by renaming the root directory from 'code' to 'Code' to improve navigation and consistency across the repository (commit 7c1ef711128143952938164c297c264f7e12d877). Impact: Maintained stable player physics, reduced risk from the previous fix, and improved maintainability and onboarding through clearer project structure. Technologies/skills demonstrated: Unity-like physics configuration, precise version-control discipline, and effective codebase refactoring with attention to naming conventions.
Month: 2024-12 — Performance-review-ready summary of key outcomes for Facepunch/sbox-scenestaging. The month focused on delivering core platform improvements: editor-centric ragdoll modernization, codebase transform and API modernization, and scene rendering refinements, with emphasis on reliability, maintainability, and rendering fidelity. Key features delivered: - Ragdoll System Modernization and Editor UX: Consolidated ragdoll into modular components; added editor posing, visibility controls, idle sleep startup, and automatic population of render/model components; improved creation and visibility logic along with editor protections; ragdoll components marked NotEditable in editor; auto-population of renderer/model on awake; rebuild ragdoll if bones change (model reload). - Codebase Transform and API Modernization: Standardized WorldTransform/LocalTransform usage and updated obsolete API patterns for buffers, network attributes, and lobby defaults to improve consistency and future-proofing. - Scene Rendering and Visuals Refinements: Visual and rendering refinements across scenes, including trails visuals and more realistic water test scaling (large plane for water). Major bugs fixed: - Stabilized ragdoll creation and posing in the editor; ensured ragdoll bodies are created at the saved object transform unless the bone is newly created; fixed initialization order so sleeping behavior aligns with first update; ensured ragdoll renderer/model auto-population when none are set; reinforced rebuild on bone changes to maintain consistency after model reload. Overall impact and accomplishments: - Significantly improved editor workflows for complex ragdoll scenarios, reducing setup time and edge-case failures; reduced technical debt through codebase modernization; enhanced rendering fidelity and QA reliability; positioned the codebase for safer addition of future features. Technologies/skills demonstrated: - C#, component-based architecture, editor tooling, WorldTransform/LocalTransform usage, rendering pipeline refinements, and modernization patterns for buffers, network attributes, and lobby defaults.
Month: 2024-12 — Performance-review-ready summary of key outcomes for Facepunch/sbox-scenestaging. The month focused on delivering core platform improvements: editor-centric ragdoll modernization, codebase transform and API modernization, and scene rendering refinements, with emphasis on reliability, maintainability, and rendering fidelity. Key features delivered: - Ragdoll System Modernization and Editor UX: Consolidated ragdoll into modular components; added editor posing, visibility controls, idle sleep startup, and automatic population of render/model components; improved creation and visibility logic along with editor protections; ragdoll components marked NotEditable in editor; auto-population of renderer/model on awake; rebuild ragdoll if bones change (model reload). - Codebase Transform and API Modernization: Standardized WorldTransform/LocalTransform usage and updated obsolete API patterns for buffers, network attributes, and lobby defaults to improve consistency and future-proofing. - Scene Rendering and Visuals Refinements: Visual and rendering refinements across scenes, including trails visuals and more realistic water test scaling (large plane for water). Major bugs fixed: - Stabilized ragdoll creation and posing in the editor; ensured ragdoll bodies are created at the saved object transform unless the bone is newly created; fixed initialization order so sleeping behavior aligns with first update; ensured ragdoll renderer/model auto-population when none are set; reinforced rebuild on bone changes to maintain consistency after model reload. Overall impact and accomplishments: - Significantly improved editor workflows for complex ragdoll scenarios, reducing setup time and edge-case failures; reduced technical debt through codebase modernization; enhanced rendering fidelity and QA reliability; positioned the codebase for safer addition of future features. Technologies/skills demonstrated: - C#, component-based architecture, editor tooling, WorldTransform/LocalTransform usage, rendering pipeline refinements, and modernization patterns for buffers, network attributes, and lobby defaults.
Monthly summary for 2024-11: Focused on stabilizing core physics interactions and improving rendering fidelity in Facepunch/sbox-scenestaging. Delivered two critical updates that reduce gameplay friction and enhance visual quality, enabling more reliable playtests and a better user experience. Key achievements delivered: - Conveyor belt physics bug fix in player controller: corrected the component from Sandbox.BodyController to Sandbox.PlayerController and set the static object's SurfaceVelocity to 0,-100,0, with minor positional tweaks to Cube (2). Commit bf48cbdd5fb2879ffd75d1eae095587adf696cbf. - Mirror rendering stability and accuracy improvements: removed dynamic resolution scale, fixed render target size, and refactored camera/reflection logic to use an oblique projection matrix for more accurate and stable reflections. Commit 265540eb66de2fd64df00af5c6cc4d3b6be06972. Overall impact and accomplishments: - Restored consistent conveyor interactions, reducing jitter and misunderstandings in gameplay flow. - Improved visual fidelity and rendering stability of reflections, contributing to a more polished player experience and more dependable performance during testing. Technologies/skills demonstrated: - C# component debugging and physics integration within the Sandbox framework - Rendering pipeline adjustments, render target management, and oblique projection matrix usage - Refactoring for stability and maintainability, with clear commit-based traceability.
Monthly summary for 2024-11: Focused on stabilizing core physics interactions and improving rendering fidelity in Facepunch/sbox-scenestaging. Delivered two critical updates that reduce gameplay friction and enhance visual quality, enabling more reliable playtests and a better user experience. Key achievements delivered: - Conveyor belt physics bug fix in player controller: corrected the component from Sandbox.BodyController to Sandbox.PlayerController and set the static object's SurfaceVelocity to 0,-100,0, with minor positional tweaks to Cube (2). Commit bf48cbdd5fb2879ffd75d1eae095587adf696cbf. - Mirror rendering stability and accuracy improvements: removed dynamic resolution scale, fixed render target size, and refactored camera/reflection logic to use an oblique projection matrix for more accurate and stable reflections. Commit 265540eb66de2fd64df00af5c6cc4d3b6be06972. Overall impact and accomplishments: - Restored consistent conveyor interactions, reducing jitter and misunderstandings in gameplay flow. - Improved visual fidelity and rendering stability of reflections, contributing to a more polished player experience and more dependable performance during testing. Technologies/skills demonstrated: - C# component debugging and physics integration within the Sandbox framework - Rendering pipeline adjustments, render target management, and oblique projection matrix usage - Refactoring for stability and maintainability, with clear commit-based traceability.
Month: 2024-10 — Focused on delivering core physics fidelity and stability improvements. Two major features shipped: (1) Enhanced ragdoll system robustness and editor fidelity; (2) Character physics and movement overhaul via a scene refactor. These changes improve visuals, stability, and player feel, with traceable commits for audit and rollback.
Month: 2024-10 — Focused on delivering core physics fidelity and stability improvements. Two major features shipped: (1) Enhanced ragdoll system robustness and editor fidelity; (2) Character physics and movement overhaul via a scene refactor. These changes improve visuals, stability, and player feel, with traceable commits for audit and rollback.
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