Uploaded November 2024 | Updated September 2026, 1 week ago
#gamedev #devlog #towerdefense
In this video, we will be making the worlds largest tower defense game that can simulate hundreds of thousands of units. A standard tower defense game is generally small scale, and the ones that have thousands of units are careful to not go overboard and ruin the frames per second of the game. Well, in this video I will be explaining how exactly I am able to render this many units in my large scale tower defense game and also give an update on what I've been doing with the game for the past month. The game is being developed with the Bevy game engine and it uses the programming language Rust. Additionally, using shader instancing and other optimizations, it can have more 300,000 units on screen and run at a stable FPS. While running with so many units, the player is able to play the game decently smoothly despite the insane amount of units being simulated and rendered. I've added a few new features to the game in this devlog: terrain heightmaps using meshes, wave spawning systems, and skyboxes are among the many changes which I've made to the game over the past month. There are other features that I've added to the game including better tower picking, projectile reworks, and timestep speed modifiers which all work together to improve the experience of myself as the developer and any future players of the game.
Making the Largest Tower Defense Game Ever!
Join my discord!:
discord.gg/cRba8sDqAy
Timestamps:
0:00 - Intro
1:05 - Instanced Rendering(Shader Instancing)
2:32 - Instancing Shader Overview
5:13 - Part 2 Segway(Newly added features)
5:56 - Terrain Heightmap from Mesh(Algorithm and Billinear Interpolation)
7:01 - Smooth Unit Wave Spawning
7:38 - SkyBox
9:21 - New Enemy Unit(Ent)
12:23 - Outro
Resources referenced in video:
Acerola Grass Vid: youtube.com/watch?v=Y0Ko0kvwfgA
Javidx9 Software Rasterization Part 1: youtube.com/watch?v=ih20l3pJoeU
Article on Billinear Interpolation(May or may not be right): https://textbooks.cs.ksu.edu/cis580/15-heightmap-terrain/05-interpolating-heights/
Music Used:
Overdrive by Corbyn Kites:
link: youtube.com/watch?v=ZL8a0kL_weU
Chill Wave by Kevin MacLeod
link: youtube.com/watch?v=EhVoVJ1UT64
♪ Marshmellow (Prod. by Lukrembo)
Link : youtu.be/y7KYdqVND4o
♪ Biscuit (Prod. by Lukrembo)
Link : youtu.be/EtZ2m2Zm3vY
LAKEY INSPIRED - ♪ Better Days
Link :youtube.com/watch?v=RXLzvo6kvVQ
#gamedev #devlog #towerdefense
In this video, we will be making the worlds largest tower defense game that can simulate hundreds of thousands of units. A standard tower defense game is generally small scale, and the ones that have thousands of units are careful to not go overboard and ruin the frames per second of the game. Well, in this video I will be explaining how exactly I am able to render this many units in my large scale tower defense game and also give an update on what I've been doing with the game for the past month. The game is being developed with the Bevy game engine and it uses the programming language Rust. Additionally, using shader instancing and other optimizations, it can have more 300,000 units on screen and run at a stable FPS. While running with so many units, the player is able to play the game decently smoothly despite the insane amount of units being simulated and rendered. I've added a few new features to the game in this devlog: terrain heightmaps using meshes, wave spawning systems, and skyboxes are among the many changes which I've made to the game over the past month. There are other features that I've added to the game including better tower picking, projectile reworks, and timestep speed modifiers which all work together to improve the experience of myself as the developer and any future players of the game.
Making the Largest Tower Defense Game Ever!
Join my discord!:
discord.gg/cRba8sDqAy
Timestamps:
0:00 - Intro
1:05 - Instanced Rendering(Shader Instancing)
2:32 - Instancing Shader Overview
5:13 - Part 2 Segway(Newly added features)
5:56 - Terrain Heightmap from Mesh(Algorithm and Billinear Interpolation)
7:01 - Smooth Unit Wave Spawning
7:38 - SkyBox
9:21 - New Enemy Unit(Ent)
12:23 - Outro
Resources referenced in video:
Acerola Grass Vid: youtube.com/watch?v=Y0Ko0kvwfgA
Javidx9 Software Rasterization Part 1: youtube.com/watch?v=ih20l3pJoeU
Article on Billinear Interpolation(May or may not be right): https://textbooks.cs.ksu.edu/cis580/15-heightmap-terrain/05-interpolating-heights/
Music Used:
Overdrive by Corbyn Kites:
link: youtube.com/watch?v=ZL8a0kL_weU
Chill Wave by Kevin MacLeod
link: youtube.com/watch?v=EhVoVJ1UT64
♪ Marshmellow (Prod. by Lukrembo)
Link : youtu.be/y7KYdqVND4o
♪ Biscuit (Prod. by Lukrembo)
Link : youtu.be/EtZ2m2Zm3vY
LAKEY INSPIRED - ♪ Better Days
Link :youtube.com/watch?v=RXLzvo6kvVQ










