Build The Battlefield!

You create the terrain the battles will be waged on thanks to the game's unique mechanics.

Strategy Maxed Out

Each level consists of logical, strategic and tactical phases that build on one another.

Giant Space Battles

Thousands of ships clash in mighty space battles.

NEWS RSS

New look: Lava

Tweaked the post-processing parameters and applied my subtle ink stylization shader to the lava.
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New Look

Trying to get away from "that stock Unreal look", messed with the tonemapper and came up with a subtle "ink drawing" post process material that's making it all look sharp.And clouds.
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210 million vertices worth of army

Custom rendering + collision + navigation + multiplayer in UE4.
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Fast unit selection on the GPU

Fast unit selection on the GPU. Base pass writes unit id/color to custom G-buffer MRT, compute shader stream-compacts pixels to unit id buffer, post process draws outlines from color. Unit ids downloaded to CPU via async copy queue. 0.2ms @ 1080p
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Formation movement with obstacles

Movement in formation with intelligent slot selection and pathfinding with obstacles.
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Custom Unit Formations

Ever grow tired of clicking like a maniac to organize your units into formation in an RTS? Now you can encircle enemies, stretch your army wide for defense or draw any shape you want and let the AI take care of the rest with custom formations!
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100k units in multiplayer

100k units in multiplayer. Custom DX12 rendering pipeline in UE4, custom netcode, pathfinding, movement. 1500 bytes/sec (1.5KB) of bandwidth. Deterministic lockstep P2P of the floating-point variety. Animation handled via compute shaders, pathfinding and movement are on the CPU. Play Horu v [...]
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Control 100k units

Feels nice to be able to control 100k units in an RTS with way beyond 60 FPS! This update also adds collision.
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100k units pathfinding

Unoptimized and unpolished, custom tech to enable real-time continuous pathfinding for up to 1 million units. Continuous means that the queries are running every frame.
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Collision of a million units

Deterministic RTS collision for a million units, at 0:25 half a million units start moving and colliding with the other half.
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Instanced Skeletal Mesh in UE4

Wrote an instanced skeletal mesh renderer that can render up to a million units in UE4. Fully custom DirectX 12 rendering tech built in the engine, all GPU-based including animations, bone transforms and skinning.
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Giant Armies

For the past 3 months I’ve been busy full time with making a giant army renderer from the ground up in UE4 and it’s finally finished. It can render up to a million units 3x faster than stock Unreal Engine and is hopefully using many of the latest & greatest DirectX 12 tricks: single draw ca [...]
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Instanced Indirect Rendering in UE4

Computes everything in compute shaders on the GPU, including LODs and frustum culling. No GPU-CPU stalls anymore, it’s faster than HISM or ISM. Since around 4.22 Epic has exposed indirect rendering via the RHI mostly because of Niagara, but this is a custom rendering component so there’s no [...]
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Merge-instancing in UE4

Implemented merge instancing in UE4 to render different meshes in a single draw call. Large meshes are multiple instances. Can render an entire level in a single draw call. Based on an older SIGGRAPH paper by Emil Persson of Epic Games. All the colored parts in the video below are one single draw [...]
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Networked RTS Movement

Fully deterministic unit movement integrated with custom P2P netcode. Features steering, unit clustering, 2D collision resolution, movement lanes, group splitting, regrouping on arrival and navmesh pathfinding. Animations are 100% done on the GPU to free up CPU capacity. [...]
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Giant army support

Implemented 2D blend spaces on the GPU so I can have giant armies with minimal impact on the CPU so I can use it for stuff that matters e.g. AI and navigation.
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Space Base with 500 Units

Starting to look like a game! Custom movement and collision system, swarm AI, first draft.
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Deterministic Lockstep P2P Multiplayer in UE4

2 months of writing netcode finally paid off as I now have deterministic lockstep P2P multiplayer in UE4. This is a great step for the game and with it, the biggest technical challenge has been overcome.
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Mech Aiming at Target

Lower and upper body are decoupled so it can walk and shoot in different directions. Also quaternions.
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[GIF] Pop-up Turret

Armored turret that can be found defending raidable spaceships and space stations.
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[GIF] Cloning vats in the medical room

With entertainment for clones.
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Star map

Rounded area borders, basic resources indicators and ship paths. Basic placeholder UI for the time being.
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Sobol Carrier Ship

Sobol carrier for spaceships and a ground invasion army.
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Marv Fighter Ship

“Marv” fighter ship geared out with three rockets and two smart bombs.
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Ink Sketch of HORU

I’m going to make a comic as a KickStarter tier.
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Warp-in VFX

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Laser Beams!

Laser beams for larger ships Finally got to work on some VFX and made laser beams for the larger ships in the game!
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Space dogfight explosions and smoke

Space dogfight explosions and smoke Lots of smoke and explosions in this dogfight now that I’ve finally optimized the rendering loop to a passable state.
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Explosions in Space!

Spaceships now have health and explode when destroyed!
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Space Battle Demo

Space battle demo with 100 to 5000 ships, warp-in animation and dogfight AI. Youtube video below the GIF.
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65k lasers 5k spaceships 200 FPS

All the spaceships are running rudimentary AI with pathfinding and targeting. 6M triangles on average with 111 draw calls. Spaceship: 3k tris @ LOD 0, 60 tris @ LOD 3 Laser projectile 16 tris, no LODs Using a tricked out hierarchical instanced static mesh component (ships) and instanced static mesh [...]
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From Galactic Map to Mission

Showcase of galactic map, mission selection, map building and commencing a match. Day-night cycle shortened considerably to show how the transitions look.
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Scan / heat map VFX

Radar scan / heat map VFX that reveals hidden units on the map.
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Fog of War

Implemented 3D fog of war. You can also see a prototype of the new HUD.
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Combat Test

Quick combat test with 4 teams on a 1×1 forest battle tile.
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Forest with Big Trees – Battle Tile

I brought in some of the bigger SpeedTree assets for some exciting, tactical battles in the forest. Trees, rocks and the terrain provide cover. 1×1 forest battle tile.
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Desert Oasis – Battle Tile

I’ve always wanted to make an in-game oasis, and am pretty happy with how it turned out. This is a 1×1 battle tile with ample cover provided by the vegetation. And who knows what lurks in that pond…
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Frozen Lake – Battle Tile

Been working on the ice & snow shaders lately and have incorporated both in this compact, 1×1 frozen lake battle tile. The clusters of pine trees may be used as cover.
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Forest Mountain L – Battle Tile

Decided to give Houdini a whirl and OMG just look at those realistic cliff faces that it produced. This is the beginning of a juicyful friendship! This time you’re looking at an L-shaped battle tile that fits into the forest biome. The tiny speck you see in the bottom left corner is an actual w [...]
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Pipes in Forest – Battle Tile

A new battle tile is now complete. It is one of the smallest tiles in the game, a 1×1 forest. You use these to build your battlefields. Satisfied with how the grass turned out, too.
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My enemy’s enemy is my decoy

New screenshot from your favorite up & coming RTS, this time straight out of an Unreal sequencer, which is a mighty fine place to be! We have a warrior here caught in the fury of a giant, as an enterprising Diviner from another tribe tries profiting from the situation by blasting the giant wi [...]
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The Diviner

The Diviner is a new unit in the game whose duties include capturing wild creatures and repairing friendly robots in the midst of battle. They arrive to war in very comfy landing pods – nothing but the best for her! More to be revealed when… she’s ready.
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Massive Shootout, Flying Limbs, SlowTime

Here’s some of the new features I’ve been working on for Horu lately: flying limbs & body parts, time controls and a high enough FPS to go with it! These are 39 warriors duking it out to get to the center of the block. I’m removing their landing pods to make it easier to see what they’re [...]
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GIANTS!

That’s right, the planet of Horu will soon assimilate a new type of creature into its fauna: the GIANT! These beasts will be part of the creatures of the world, meaning that they will have no quarrels with either of the robotic tribes – initially…
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The Infected Roam The Land!

The infected are looking for trouble! Started working with Substance Painter.
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NEWSLETTER

ABOUT

Don't build bases - build entire battlefields using ready-made, highly detailed battle tiles. Command robotic tribes that steal the experience and body parts of their enemies to assimilate new technology and tactics in this fast-paced, tactical RTS! A.I. is at the core of the game, along with the player-centric map building mechanic.
Development on HŌRU began in February 2017 and we are planning on launching a KickStarter in Q2-Q3 2020, so stay tuned for more on that by signing up to our Newsletter!