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 95,000 orcs, 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 orc on the CPU. It holds 60 fps with the compute pass under a millisecond, so the horde is not what costs you anything.
Built in a day to answer one question: is the tech behind the big orc horde game a moat? It is not. Finishing a game still is. This one earns exactly zero dollars, which is the other half of the point.
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.
ORCFLOW, subtitled Sir, We Have a Flow Field, is a free GPU tower defense game in Three.js. Every orc lives in a WebGPU storage buffer for its whole life: navigation over a flow field, crowd separation, damage, death and recycling all happen on the GPU, so the horde scales with your graphics card rather than your CPU.
One HTML file, no install, needs a desktop browser with WebGPU. Made by Tront (Trent Sterling) as one of a series of GPU crowd experiments that includes BIOMASS, BALLPIT and SEND DUDES.
More from Tront
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