/hyperion

Getting 10k players to PvP at once on a Minecraft server to break the Guinness World Record.

Primary LanguageRustApache License 2.0Apache-2.0

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

hyperion.mp4

Feature Status

Feature Status Notes
Technical Infrastructure
๐Ÿงต Multi-threading โœ… Implemented Vertical scaling
๐Ÿ”„ Proxy Layer โœ… Implemented Horizontal scaling
๐Ÿ“Š Performance Tracing โœ… Implemented Using Tracy profiler
๐Ÿ›ก๏ธ Basic Anti-Cheat โœ… Implemented Core anti-cheat functionality
๐Ÿ”ง Moderator Tools ๐Ÿšง WIP #425, @Kumpelinus Admin controls and monitoring
๐Ÿ”Œ Plugin API โœ… Implemented Extensible plugin system; see events/tag
Core Game Mechanics
๐Ÿงฑ Block Breaking/Placing โœ… Implemented Including physics simulation
๐Ÿ’ซ Entity Collisions โœ… Implemented Both entity-entity and block-entity
๐Ÿ’ก Lighting Engine โœ… Implemented Dynamic lighting updates
๐ŸŒ World Borders โœ… Implemented Configurable boundaries
๐Ÿ› ๏ธ Block Edit API โœ… Implemented WorldEdit-like functionality
โš”๏ธ PvP Combat โœ… Implemented Custom combat mechanics
๐ŸŽ’ Inventory System โœ… Implemented Full item management
๐ŸŽฏ Raycasting โœ… Implemented Required for ranged combat/arrows
Player Experience
โœจ Particle Effects โœ… Implemented Full particle support
๐Ÿ’ฌ Chat System โœ… Implemented Global and proximity chat
โŒจ๏ธ Commands โœ… Implemented Custom command framework
๐ŸŽค Proximity Voice โœ… 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 (โ†•๏ธ 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 Logic)"] --> EgressSys["Egress System"]
        end
        
        TokioIO["Tokio Async I/O"]
        TokioIO --> IngressSys
        EgressSys --> TokioIO
    end
    
    subgraph ProxyLayer["Proxy Layer (โ†”๏ธ 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 BevyMT ecs
    class IngressSys,CoreSys,GameSys,EgressSys system
    class Proxy1,Proxy2,ProxyN proxy
    class Velocity1,Velocity2,VelocityN auth
    class TokioIO async
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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 โ†’ Server Flow (Direct)
    P->>PH: Player Packet
    PH->>S: Forward Immediately
    
    Note over P,S: Server โ†’ 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
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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: Bevy ECS

Platform Details:

  • Version: Minecraft 1.20.1
  • Proxy Support: Velocity
  • Proximity Voice: Simple Voice Chat
  • Max estimated player count: ~176,056

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

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

Footnotes

  1. alphabetically ordered โ†ฉ