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

Speed up IntelliSense for C++ in Visual Studio

Here are my settings to speed Visual Studio and in particular IntelliSense up for C++ development. They should make working with C++ in large codebases more responsive and faster (I’m using them with the Unreal Engine 4 source build). Note: Automatic Precompiled Header Cache Quota is the amount of space you let VS use up […]

Read More

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.

Read More

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 […]

Read More

HLSL template support in UE4

The DirectX 12 compiler DXC has received a PR about a month ago that adds template support to HLSL. So you can now do this: Which is great since that’s all going to happen at compile time and so the compiler will be able to unroll the loop correctly. This, coupled with UE4’s shader permutation […]

Read More

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 […]

Read More

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!

Read More

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 […]

Read More

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.

Read More

Space Base with 500 Units

Starting to look like a game! Custom movement and collision system, swarm AI, first draft.

Read More

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.

Read More

Mech Aiming at Target

Lower and upper body are decoupled so it can walk and shoot in different directions. Also quaternions.

Read More

[GIF] Pop-up Turret

Armored turret that can be found defending raidable spaceships and space stations.

Read More

[GIF] Cloning vats in the medical room

With entertainment for clones.

Read More

Star map

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

Read More

Sobol Carrier Ship

Sobol carrier for spaceships and a ground invasion army.  

Read More

Marv Fighter Ship

“Marv” fighter ship geared out with three rockets and two smart bombs.

Read More

Planet Destruction by Giant Laser

Plane destruction by giant laser

Read More

Ink Sketch of HORU

I’m going to make a comic as a KickStarter tier.

Read More
  • Posts navigation

  • 1
  • 2
  • 3

Newsletter

SCREENSHOTS

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!