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


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.

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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 […]

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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 overhead and is therefore faster where it […]

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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 call!

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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. Performance is 1.5ms per frame for 500 units moving concurrently, measured on an Intel i7-4770k in a […]

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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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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!