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The Hyperscape project began development in August 2025. This documents the foundational systems built during the initial development phase.

Timeline


Core Engine

Entity-Component-System (ECS)

  • Custom ECS architecture for game entities
  • Components: Position, Health, Inventory, Skills, Combat
  • Systems: Movement, Combat, Gathering, Processing

3D Rendering

  • Three.js for WebGL rendering
  • Custom terrain system with tile-based world
  • Entity rendering with animations and emotes

Physics

  • PhysX WASM bindings for collision detection
  • Terrain snapping for entities
  • Raycast-based interaction system

Multiplayer Architecture

Server

  • Fastify HTTP server
  • WebSocket real-time communication
  • Server-authoritative game state
  • PostgreSQL database with Drizzle ORM

Networking

  • Tick-based synchronization (600ms ticks)
  • Entity interpolation for smooth movement
  • Event-driven packet handling

Client

  • React 19 with Vite
  • Zustand state management
  • Responsive UI panels

Skill Systems

Combat

  • Attack, Strength, Defense, Constitution, Ranged, Prayer
  • OSRS-style damage calculation
  • Auto-retaliate and combat stances

Gathering

  • Woodcutting, Fishing, Mining
  • Resource nodes with depletion
  • Tool requirements and bonuses

Artisan

  • Firemaking, Cooking
  • Processing stations (ranges, fires)

Economy

  • Inventory: 28 slots, stackable items, manifest definitions
  • Banking: Tabs, placeholders, deposit/withdraw, note conversion
  • Shops: NPC shops with stock and pricing

Monorepo Structure


AI Integration

  • ElizaOS plugin with agent actions
  • State providers for world awareness
  • Natural language processing for commands

View repository on GitHub