Starting WebGPU…
A tech homage to Sir, We Have an Orc Problem by Mumpitz Games.
Go play the real one,
it is the good version. Not affiliated, not endorsed, not for sale.
Around 118,000 zombies, every one of them steered, crowded, damaged and killed entirely on the GPU. One flow field bake per map edit, four WebGPU compute passes per frame, not a single zombie on the CPU. It holds 60 fps with the compute pass under a millisecond, so the horde is not what costs you anything.
A sibling to ORCFLOW, which asked whether the tech behind the big horde game was a moat. It is not; finishing a game still is. BIOMASS asks the harder follow-up: can a crowd that large be made to move like a liquid rather than a swarm of insects. The crowd here is a position-based contact solver, substepped, where velocity is derived from position and never assigned, so a zombie crushed at the back of a press genuinely cannot move.
Inspired by Sir, We Have an Orc Problem by Mumpitz Games (Laurin + Stephan). Buy theirs, they did the hard part. Clean room homage: no code, art or assets of theirs are used, every texture here is drawn procedurally at boot. Not affiliated with or endorsed by them.
Trent Sterling, tront.xyz. Three.js + WebGPU compute, MIT licensed, source on GitHub.
BIOMASS is a free GPU horde tower defense game. Waves of creatures in the tens of thousands stream toward your base, every one of them simulated in WebGPU compute shaders rather than on the CPU, and the colossus boss system brings walking siege engines you have to bring down piece by piece. Tune your defenses, survive the waves, and watch the numbers climb.
It is one HTML file that needs a desktop browser with WebGPU, and it is the crowd technology that later became SEND DUDES. Made by Tront (Trent Sterling), a network programmer and Unity generalist who builds GPU systems in public.
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