Archives

This is a list of all the posts that have ever been published on horugame.com.

 

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! View post on imgur.com

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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. Space battle, dogfight, warp-in

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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 component (lasers). Laser transformation happens […]

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Cover System Talk and Slides

I’ve recently given a talk at ECGC 2019 about the implementation of my cover system, you can find the slides here A recorded video of the talk will be uploaded to youtube in the coming weeks by the staff at ECGC.

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Substance Plugin with Unreal Engine 4.22

Very short guide on getting the Substance Plugin to work with UE 4.22 until Allegorithmic release an updated version. Copy the substance plugin over from an earlier engine version, e.g. from 4.21. It normally resides under \Engine\Plugins\Runtime\Substance\ Edit SubstanceEngine.Build.cs which you may find under \Engine\Plugins\Runtime\Substance\Source\SubstanceEngine\SubstanceEngine.Build.cs Find this line: IEnumerable<FileReference> projectfiles = UProjectInfo.AllProjectFiles; and replace it with this: IEnumerable<FileReference> […]

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Unreal Engine 4.22 with Visual Studio 2019

This is a short guide on getting the freshly released UE 4.22 source build, launcher build and any existing projects to compile & work with VS2019. If you have a launcher build i.e. not building the engine from source, you’ll only need to do what’s under “Getting your projects to use VS2019″. I also cover […]

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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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[VIDEO] Solo Indie Game Dev on a Budget

I’ve made a video about how to set up shop as a solo indie game developer using the Unreal Engine 4. Here is the PowerPoint presentation, as seen in the video: I’ve uploaded the video to YouTube:

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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 warrior […]

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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. More battle tiles to arrive soon!

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Real-Time Dynamic Cover System for Unreal Engine 4

Introduction Creating a robust cover system may seem daunting at first, but once you realize it’s just a set of simple techniques glued together, the task at hand will seem a lot less intimidating. Whether you’re making a next-generation RTS or want to use this in an FPS game, I hope you will find the […]

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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 with its […]

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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 […]

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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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Unit Selection Outlines

Unit selections have just been implemented along with a nice selection outline! Thanks to Tom Looman for the UE4 material & tutorial. You can find it here: http://www.tomlooman.com/outline-effect-in-unreal-engine-4/  

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