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