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Hyperion

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Thank you for your hard work1 @CuzImClicks, @Indra-db, @james-j-obrien, @Ruben2424, @SanderMertens, @Tebarem, and @TestingPlant.

Hyperion is a Minecraft game engine that aims to enable a 10k player PvP battle to break the Guinness World Record (8825 by EVE Online). The architecture is ECS-driven using Flecs Rust.

[!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

Event

The upcoming 10k-player PvP event draws inspiration from the class progression systems and tag mode from diep.io. The gameplay mechanics also draw influence from Hypixel Pit's combat systems. Players will gain levels (XP) from mining ore and killing other players.

We're partnering with TheMisterEpic to run an initial proof-of-concept event with around 2k players. Following its success, we'll host the full-scale 10,000-player PvP battle alongside numerous YouTubers and streamers.

Benchmarks

PlayersTick Time (ms)Core Usage (%)Total CPU Utilization (%)
10.244.30.31
100.3010.30.74
1000.4610.70.76
10000.4015.31.09
50001.4235.62.54

performance

*= with UNIX sockets, not TCP sockets. Once I get better tests, I will fill in core usage and CPU utilization.

Test Environment:

Note on Performance: The system's computational costs are primarily fixed due to thread synchronization overhead. Each game tick contains several $O(1)$ synchronization points, meaning these operations maintain constant time complexity regardless of player count. This architecture explains why performance remains relatively stable even as player count increases significantly - the thread synchronization overhead dominates the performance profile rather than player-specific computations.

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 FlecsMT["Flecs Multi-threaded ECS"]
            direction LR
            IngressSys["Ingress System"] --> |"1 Game Tick (50ms)"| CoreSys["Core Systems (Game Engine)"] --> GameSys["Game Systems (Event Logic)"] --> EgressSys["Egress System"]
        end
        
        TokioIO["Tokio Async I/O"]
        TokioIO --> IngressSys
        EgressSys --> TokioIO
    end
    
    subgraph ProxyLayer["Proxy Layer (↔️ Scaled)"]
        direction TB
        Proxy1["Hyperion Proxy"]
        Proxy2["Hyperion Proxy"]
        ProxyN["Hyperion Proxy"]
        
        MulticastLogic["Regional Multicasting"]
    end
    
    subgraph AuthLayer["Authentication"]
        Velocity1["Velocity + ViaVersion"]
        Velocity2["Velocity + ViaVersion"]
        VelocityN["Velocity + ViaVersion"]
    end
    
    Player1_1((Player 1))
    Player1_2((Player 2))
    Player2_1((Player 3))
    Player2_2((Player 4))
    PlayerN_1((Player N-1))
    PlayerN_2((Player N))
    
    TokioIO <--> |"Rkyv-encoded"| Proxy1
    TokioIO <--> |"Rkyv-encoded"| Proxy2
    TokioIO <--> |"Rkyv-encoded"| ProxyN
    
    Proxy1 <--> Velocity1
    Proxy2 <--> Velocity2
    ProxyN <--> VelocityN
    
    Velocity1 --> Player1_1
    Velocity1 --> Player1_2
    Velocity2 --> Player2_1
    Velocity2 --> Player2_2
    VelocityN --> PlayerN_1
    VelocityN --> PlayerN_2
    
    classDef server fill:#f96,stroke:#333,stroke-width:4px
    classDef proxy fill:#9cf,stroke:#333,stroke-width:2px
    classDef auth fill:#fcf,stroke:#333,stroke-width:2px
    classDef ecs fill:#ff9,stroke:#333,stroke-width:3px
    classDef system fill:#ffd,stroke:#333,stroke-width:2px
    classDef async fill:#e7e7e7,stroke:#333,stroke-width:2px
    
    class GameServer server
    class FlecsMT ecs
    class IngressSys,CoreSys,GameSys,EgressSys system
    class Proxy1,Proxy2,ProxyN proxy
    class Velocity1,Velocity2,VelocityN auth
    class TokioIO async

Proxy

sequenceDiagram
    participant P as Player
    participant PH as Proxy Handler
    participant SB as Server Buffer
    participant R as Reorderer
    participant B as Broadcast System
    participant S as Game Server

    Note over P,S: Player → Server Flow (Direct)
    P->>PH: Player Packet
    PH->>S: Forward Immediately
    
    Note over P,S: Server → Player Flow (Buffered)
    S->>SB: Server Packets
    SB-->>SB: Accumulate Packets
    S->>SB: Flush Signal
    SB->>R: Batch Transfer
    R-->>R: Reorder by Packet ID
    R->>B: Ordered Packets
    
    Note over B: Broadcasting Decision
    alt Local Broadcast
        B->>P: Send to nearby players (BVH)
    else Global Broadcast
        B->>P: Send to all players
    else Unicast
        B->>P: Send to specific player
    end

Running

Without cloning

curl -L https://raw.githubusercontent.com/hyperion-mc/hyperion/main/docker-compose.yml | docker compose -f - up --pull always

main branch

docker compose up --pull always

With local build (for development)

docker compose up --build

Features

Language: Rust
Goal: Game engine for massive events
Structure: flecs ECS

Platform Details:

Feature Status

FeatureStatusNotes
Technical Infrastructure
🧵 Multi-threading✅ ImplementedVertical scaling
🔄 Proxy Layer✅ ImplementedHorizontal scaling
📊 Performance Tracing✅ ImplementedUsing Tracy profiler
🛡️ Basic Anti-Cheat✅ ImplementedCore anti-cheat functionality
🔧 Moderator Tools🚧 WIP #425, @KumpelinusAdmin controls and monitoring
🔌 Plugin API✅ ImplementedExtensible plugin system; see events/tag
Core Game Mechanics
🧱 Block Breaking/Placing✅ ImplementedIncluding physics simulation
💫 Entity Collisions✅ ImplementedBoth entity-entity and block-entity
💡 Lighting Engine✅ ImplementedDynamic lighting updates
🌐 World Borders✅ ImplementedConfigurable boundaries
🛠️ Block Edit API✅ ImplementedWorldEdit-like functionality
⚔️ PvP Combat✅ ImplementedCustom combat mechanics
🎒 Inventory System✅ ImplementedFull item management
🎯 Raycasting🚧 WIP #580 #584 #598Required for ranged combat/arrows
Player Experience
✨ Particle Effects✅ ImplementedFull particle support
💬 Chat System✅ ImplementedGlobal and proximity chat
⌨️ Commands✅ ImplementedCustom command framework
🎤 Proximity Voice✅ ImplementedUsing Simple Voice Chat

Legend:

Note: This feature list represents core functionality. Hyperion is designed to be modular meaning you can implement your own mechanics and replace the core mechanics with your own.

Star History

Star History Chart

Footnotes

  1. alphabetically ordered