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Hyperion

Minecraft game engine for massive custom events

Install / Use

/learn @hyperion-mc/Hyperion
About this skill

Quality Score

0/100

Supported Platforms

Universal

README

Hyperion

Discord invite link Documentation Issues Last Commit

Hyperion is a Minecraft game engine that can have 10,000+ players in one world. Our pilot event hopes to break the PvP Guinness World Record of (8825 by EVE Online). The architecture is ECS-driven using Bevy.

[!NOTE]
You can join the test server in 1.20.1 at hyperion-test.duckdns.org

https://github.com/user-attachments/assets/64a4a8c7-f375-4821-a1c7-0efc69c1ae0b

Feature Status

| Feature | Status | Notes | |------------------------------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|--------------------------------------------------------------------------------------------------------------| | Technical Infrastructure | | | | 🧵 Multi-threading | ✅ Implemented | Vertical scaling | | 🔄 Proxy Layer | ✅ Implemented | Horizontal scaling | | 📊 Performance Tracing | ✅ Implemented | Using Tracy profiler | | 🛡️ Basic Anti-Cheat | ✅ Implemented | Core anti-cheat functionality | | 🔧 Moderator Tools | 🚧 WIP #425, @Kumpelinus | Admin controls and monitoring | | 🔌 Plugin API | ✅ Implemented | Extensible plugin system; see events/bedwars | | Core Game Mechanics | | | | 🧱 Block Breaking/Placing | ✅ Implemented | Including physics simulation | | 💫 Entity Collisions | ✅ Implemented | Both entity-entity and block-entity | | 💡 Lighting Engine | ✅ Implemented | Dynamic lighting updates | | 🌐 World Borders | ✅ Implemented | Configurable boundaries | | 🛠️ Block Edit API | ✅ Implemented | WorldEdit-like functionality | | ⚔️ PvP Combat | ✅ Implemented | Custom combat mechanics | | 🎒 Inventory System | ✅ Implemented | Full item management | | 🎯 Raycasting | ✅ Implemented | Required for ranged combat/arrows | | Player Experience | | | | ✨ Particle Effects | ✅ Implemented | Full particle support | | 💬 Chat System | ✅ Implemented | Global and proximity chat | | ⌨️ Commands | ✅ Implemented | Custom command framework | | 🎤 Proximity Voice | ✅ Implemented | Using Simple Voice Chat |

Benchmarks

| Players | Tick Time (ms) | Core Usage (%) | Total CPU Utilization (%) | |---------|----------------|----------------|---------------------------| | 1 | 0.24 | 4.3 | 0.31 | | 10 | 0.30 | 10.3 | 0.74 | | 100 | 0.46 | 10.7 | 0.76 | | 1000 | 0.40 | 15.3 | 1.09 | | 5000 | 1.42 | 35.6 | 2.54 |

performance

Test Environment:

  • Machine: 2023 MacBook Pro Max 16" (14-cores)
  • Chunk Render Distance: 32 (4225 total)
  • Commit hash faac9117 run with just release
  • Bot Launch Command: just bots {number}

The bulk of player-specific processing occurs in our proxy layer, which handles tasks like regional multicasting and can be horizontally scaled to maintain performance as player count grows.

image

Architecture

Overview

flowchart TB
    subgraph GameServer["Game Server (↕️ Scaled)"]
        direction TB
        subgraph BevyMT["Bevy Multi-threaded ECS"]
            direction LR
            IngressSys["Ingress System"] --> |"1 Game Tick (50ms)"| CoreSys["Core Systems (Game Engine)"] --> GameSys["Game Systems (Event Log
View on GitHub
GitHub Stars1.0k
CategoryDevelopment
Updated5d ago
Forks32

Languages

Rust

Security Score

100/100

Audited on Mar 22, 2026

No findings