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HŌRU

@HoruGame

Real-time strategy game with giant land and space battles, inspired by Empire at War and Total War. Join the discord: https://t.co/l4s1mb0NQY

Katılım Ağustos 2017
15 Takip Edilen1.6K Takipçiler
HŌRU
HŌRU@HoruGame·
Industrial worlds are coming online! Added Forge World and Terra Planet UI, with Forge Worlds using pooled workers to rapidly build ships and units. Made in a fully custom engine and UI system. #gamedev #games #indiedev #rts
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HŌRU
HŌRU@HoruGame·
Implemented a good chunk of the star map: planets, moons, blackholes, wormholes and nebulas and such. #screenshotsaturday
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HŌRU
HŌRU@HoruGame·
Real-time ice in my custom game engine. Two-pass refraction with thickness-based absorption: renders backfaces for depth, bends rays through the mesh, tints via Beer's law, adds fresnel. Beats SSS for RTS since you actually see units distorting inside the ice. #rendering #gamedev
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HŌRU
HŌRU@HoruGame·
The terrain is rendered to two RTVs: the scene texture and an extra terrain-only RTV which is then sampled by objects. Downside is terrain has to be rendered before objects so terrain pixels that would otherwise be occluded are always rendered. HQ: youtu.be/qqPxKkmreKI
YouTube video
YouTube
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HŌRU
HŌRU@HoruGame·
Scratch my previous post, here's terrain blending in screenspace. Pixel perfect at a fraction of the required resolution. #rendering #gamedev
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HŌRU
HŌRU@HoruGame·
@aavaa44 Let's go! Also, cool cursor.
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aavaa
aavaa@aavaa44·
Working on my Vulkan-based engine :) First post ever, yay
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HŌRU
HŌRU@HoruGame·
Terrain blending at home - virtual textures without the "virtual". #rendering #gamedev
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HŌRU
HŌRU@HoruGame·
Curve-based terrain editing in GlassEngine. Curves generate distance fields that are blended together for the final heightmap. Non-destructive and combined with traditional terrain sculpting (raise/lower/smooth) for added artistic control. Everything is on layers. #gamedev
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HŌRU
HŌRU@HoruGame·
Particles that are skinned & animated skeletal meshes with proper bones (not vertex-animated). Custom DX12 engine written in C++ from scratch for RTS (GlassEngine). Can now make cow catapult! #rendering #gamedev
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HŌRU
HŌRU@HoruGame·
Flooding it with smoke using my newly implemented GPU-only particle systems in GlassEngine. Simulation and spawning are both done by shaders for maximum efficiency and you can create emitters directly on the GPU, without any CPU intervention. #rendering #screenshotsaturday
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HŌRU
HŌRU@HoruGame·
Vehicle collisions are in the engine. Boxes for now, might switch to capsules since units tend to get stuck at the front, as if the tanks were snow shovels. #gamedev
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HŌRU
HŌRU@HoruGame·
Actually real-time live linking with #blender for an in-world editing experience. Game swapchain is shared w/ Blender while active mesh is sent to engine every frame. Viewports synced & controlled from Blender, which I forked to implement swapchain bridge DX12 to OpenGL #gamedev
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HŌRU
HŌRU@HoruGame·
@Shedletsky Averaging the flows in a local grid sounds interesting, neat idea will give it a shot.
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John Shedletsky
John Shedletsky@Shedletsky·
@HoruGame Very cool. Adding a little bit more noise might make it look a little more organic. Or considering the flows in a 3x3 neighborhood and averaging them. Or both!
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HŌRU
HŌRU@HoruGame·
New horde style pathfinding for 50k units with a local flowfield built around an A* path. Goal was no conga lines. Total cost is 16ms on Deck and I show the internal representation at the end of the video. #gamedev
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