Awesome
Hyperion
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 athyperion-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
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 |
*= with UNIX sockets, not TCP sockets. Once I get better tests, I will fill in core usage and CPU utilization.
Test Environment:
- Machine: 2023 MacBook Pro Max 16" (14-cores)
- Chunk Render Distance: 32 (4225 total)
- Commit hash
faac9117
run withjust release
- Bot Launch Command:
just bots {number}
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.
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:
- Version: Minecraft 1.20.1
- Proxy Support: Velocity
- Proximity Voice: Simple Voice Chat
- Max estimated player count: ~176,056
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/tag |
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 | 🚧 WIP #580 #584 #598 | 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 |
Legend:
- ✅ Implemented
- 🚧 WIP/Planned
- ❌ Not Planned
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
Footnotes
-
alphabetically ordered ↩