|
| 1 | +# Hyperion Minecraft Engine |
| 2 | + |
| 3 | +## Overview |
| 4 | + |
| 5 | +Hyperion is a custom Minecraft game engine designed for building scalable, high-performance game modes and events. |
| 6 | +Unlike traditional Minecraft server implementations, Hyperion takes a ground-up approach to game mechanics through its |
| 7 | +plugin-first architecture. |
| 8 | + |
| 9 | +## Key Features |
| 10 | + |
| 11 | +### Plugin-First Architecture |
| 12 | + |
| 13 | +Hyperion starts with minimal base features and implements game mechanics through a fundamental plugin system. This |
| 14 | +approach differs from traditional Minecraft servers that modify vanilla implementations: |
| 15 | + |
| 16 | +- Core mechanics like combat are implemented as plugins |
| 17 | +- Easily swap between different combat systems (e.g., 1.8 vs modern combat) |
| 18 | +- Flexible customization without complex patching of vanilla code |
| 19 | + |
| 20 | +### Entity Component System (ECS) |
| 21 | + |
| 22 | +Hyperion utilizes [Flecs](https://github.com/SanderMertens/flecs), an Entity Component System, as its core architecture: |
| 23 | + |
| 24 | +- Entities are organized in a table-like structure |
| 25 | + - Rows represent individual entities |
| 26 | + - Columns represent components (e.g., health, position) |
| 27 | +- Systems process entities through efficient iterations |
| 28 | +- Components can be dynamically added (e.g., LastAttacked component for combat) |
| 29 | +- For a more accurate representation of an ECS, see the [ECS FAQ](https://github.com/SanderMertens/ecs-faq) |
| 30 | + |
| 31 | +### Performance Optimization |
| 32 | + |
| 33 | +#### Parallel Processing |
| 34 | + |
| 35 | +The ECS architecture enables efficient parallel processing: |
| 36 | + |
| 37 | +- Entities are automatically partitioned across available threads |
| 38 | +- Systems can process multiple entities simultaneously |
| 39 | +- Automatic handling of dependencies and thread safety |
| 40 | +- Optimal resource utilization while maintaining data consistency |
| 41 | + |
| 42 | +:green{hola} oi |
| 43 | + |
| 44 | +#### Proxy Layer |
| 45 | + |
| 46 | +Performance bottlenecks are addressed through a sophisticated proxy system: |
| 47 | + |
| 48 | +- Horizontally scaled proxy layer |
| 49 | +- Vertically scaled game server |
| 50 | +- Efficient packet broadcasting: |
| 51 | + - Global broadcast capabilities |
| 52 | + - Regional broadcasting for proximity-based updates |
| 53 | + - Optimized movement packet distribution |
| 54 | + |
| 55 | +### Scalability |
| 56 | + |
| 57 | +Hyperion is designed to handle large-scale events efficiently: |
| 58 | + |
| 59 | +- Support for up > 10,000 concurrent players |
| 60 | +- Performance constraints: |
| 61 | + - 20 ticks per second (50ms per tick) |
| 62 | + - Optimized processing within timing constraints |
| 63 | +- Visibility optimization: |
| 64 | + - Configurable player render limits (400-700 players) |
| 65 | + - Customizable nametag visibility |
| 66 | + - Moderator-specific viewing options |
| 67 | + |
| 68 | +## Technical Considerations |
| 69 | + |
| 70 | +### Performance Management |
| 71 | + |
| 72 | +- FPS optimization through selective rendering |
| 73 | +- Nametag rendering management for performance |
| 74 | +- Regional packet distribution to reduce network load |
| 75 | +- Modular performance settings for different user roles |
| 76 | + |
| 77 | +### Resource Utilization |
| 78 | + |
| 79 | +- 50ms processing window per tick |
| 80 | +- Balanced distribution of computational resources |
| 81 | +- Efficient handling of IO operations through proxy layer |
| 82 | +- Optimized packet management for large player counts |
| 83 | + |
| 84 | +## Use Cases |
| 85 | + |
| 86 | +Hyperion is ideal for creating custom Minecraft experiences similar to popular servers like Hypixel or Mineplex, where |
| 87 | +vanilla mechanics can be completely customized to create unique game modes and events. |
| 88 | + |
| 89 | +## Getting Started |
| 90 | + |
| 91 | +Developers interested in using Hyperion should familiarize themselves with: |
| 92 | + |
| 93 | +- Entity Component Systems (particularly Flecs) |
| 94 | +- Minecraft networking protocols |
| 95 | +- Parallel processing concepts |
| 96 | +- Plugin development principles |
0 commit comments