Manifest-Driven Design
Hyperscape uses a manifest-driven architecture where all game content (NPCs, items, world areas) is defined in external data files rather than hardcoded in logic. This separation enables:- Easy content updates — Edit JSON, restart server
- Community modding — No code changes required
- AI generation — Generate content with Asset Forge
- Clean separation — Data vs logic isolation
All manifests are loaded from
world/assets/manifests/ at runtime by the DataManager.Data Architecture
Manifest Files Location
NPCs & Mobs
NPCs are loaded from JSON at runtime into theALL_NPCS Map:
NPC Data Structure
Each NPC has these properties (fromtypes/entities/npc-mob-types.ts):
Available 3D Models
Mobs (models/mobs/):
models/npcs/):
models/misc/):
Tree models include LOD (Level of Detail) variants for performance optimization. Each tree type has multiple variants (e.g.,
fir_01.glb, fir_01_lod1.glb, fir_01_lod2.glb) for different viewing distances. All tree models have been normalized to consistent root depths to prevent floating or sinking into terrain.NPC Helper Functions
Spawn Constants
Items
Items are loaded from JSON into theITEMS Map. Items are now organized into separate files by type for better organization:
Item Types & Organization
Tier-Based Equipment
Items now use a centralized tier system defined intier-requirements.json. Equipment references their tier (e.g., “bronze”, “steel”, “rune”) and the system looks up requirements automatically:
- Melee: bronze, iron, steel, black, mithril, adamant, rune, dragon
- Tools: Same as melee (with different skill requirements)
- Ranged: leather, studded, green_dhide, blue_dhide, red_dhide, black_dhide
- Magic: wizard, mystic, infinity, ahrims
Item Helper Functions
Shop Items
Bank Notes
The system supports bank notes for stackable versions of items:Drop Tables
NPCs have tiered drop tables:Drop Calculation
World Areas
World areas define zones, biomes, and spawn points:Zone Properties
Banks & Stores
- Bank — Item storage facility
- General Store — Basic equipment vendor
Stations
Crafting stations are interactive objects that enable processing skills like smithing, smelting, and cooking:Available Stations
Station entities (Altar, Bank, Range) now load 3D models from the manifest system with automatic fallback to placeholder geometry if models are unavailable.
Station Model Loading
Station entities load 3D models from the manifest system usingStationDataProvider:
- Altar: Purple (
0x9932cc) - Bank: Black (
0x111111) - Range: Red (
0xcc3333)
MeshStandardMaterial for consistent lighting behavior.
Crafting Stations
Stations are defined instations.json:
- Anvil - Used for smithing bars into equipment
- Furnace - Used for smelting ores into bars
- Range - Used for cooking food (reduces burn chance compared to fires)
- Bank Booth - Used for accessing bank storage
Tool Metadata
Thetools.json manifest defines tool-specific properties:
- Skill - Which skill the tool is used for
- Tier - Tool tier (bronze, iron, steel, etc.)
- Priority - Tool selection priority (higher = better)
- Roll Ticks - For mining pickaxes, ticks between roll attempts
Skill Progression
Crafting Stations
Stations are defined instations.json and represent interactive objects in the world used for processing skills:
Available Stations
Stations are placed in world areas and interact with the corresponding recipe manifests (
recipes/smithing.json, recipes/smelting.json, etc.).
Tool Metadata
Thetools.json manifest defines tool-specific properties separate from item definitions:
Tool Priority System
When multiple tools are available, the system selects the highest priority tool: Woodcutting Hatchets:
Mining Pickaxes (also includes
rollTicks for mining speed):
Vegetation & Biomes
Vegetation Assets
Thevegetation.json manifest defines procedural vegetation assets for world generation:
- Tundra: 0.8 → 1.8 (increased for terraced terrain)
- Forest: 0.8 → 1.5 (increased for landscape features)
- Canyon: 0.6 → 2.5 (increased for steep canyon walls)
tree- Large trees (oak, willow, maple, yew, magic, fir, knotwood, dead, wind_pine)bush- Small bushes and shrubsfern- Ground fernsflower- Decorative flowersgrass- Grass patchesrock- Decorative rocksfallen_tree- Fallen logsmushroom- Giant mushrooms (added in recent update)
- Oak, Willow, Yew, Magic - Standard woodcutting trees with multiple model variants
- Maple - Autumn trees with warm vermillion red-orange leaves (#D04838)
- Fir - Coniferous trees for forest biomes
- Knotwood - Trees with warm amber-colored leaves (#C4832A)
- Dead - Barren trees for tundra/canyon biomes
- Wind Pine - Specialized pine tree for tundra biome (single model variant)
Model Bounds System
Themodel-bounds.json manifest provides pre-calculated bounding boxes and footprints for 3D models:
- Pre-calculated bounds avoid runtime model loading for collision detection
- Footprint data used for station placement and terrain flattening
- Enables efficient spatial queries without loading full 3D models
- Generated automatically from model files with 1-meter tile size
Biomes
Thebiomes.json manifest defines terrain biomes with vegetation, mobs, and environmental properties:
Available Biomes:
- Plains - Open grasslands with gentle rolling hills (difficulty 0)
- Forest - Dense woodland with abundant trees (difficulty 1)
- Valley - Low-lying areas between hills (difficulty 0)
- Mountains - High elevation rocky peaks (difficulty 2)
- Tundra - Frozen wasteland with ice and snow (difficulty 3)
- Desert - Arid wasteland with sand dunes (difficulty 2)
- Lakes - Water bodies and fishing spots (difficulty 0)
- Swamp - Murky wetlands with twisted vegetation (difficulty 1)
- Canyon - Red-rock canyon lands with terraced mesas and steep slopes (difficulty 2, maxSlope: 2.5)
Biome Vegetation Layers
Biomes inbiomes.json define procedural vegetation layers that reference vegetation assets:
- Canyon biome added: New red-rock canyon biome with terraced mesas, steep slopes (maxSlope: 2.5), and sparse desert vegetation
- Model bounds manifest: Pre-calculated bounding boxes and footprints for all 3D models in
model-bounds.jsonfor efficient collision detection - CORS headers: Cross-origin asset loading support added to CDN (Caddyfile configuration)
- 165 tree model variants added across 12 tree types (bamboo, birch, cactus, chinaPine, coconut, dead, fir, knotwood, maple, oak, palm, pine) with 3 LOD levels each
- Tree model depth normalization: All fir variants aligned to fir_03’s minY (-59.46), all maple variants aligned to maple_01’s minY (-114.76) to prevent floating
- Maple tree recoloring: Leaves changed to warm vermillion red-orange (#D04838)
- Knotwood tree recoloring: Leaves changed from golden-yellow to warm amber (#C4832A)
- Terrain biome textures added for TerrainShader rendering (grass, dirt, cliff, desert, snow variants)
- Woodcutting manifest updated: Replaced 8 generic trees with 12 new tree types using
modelVariantsarrays - Biomes manifest updated: Removed stale
tree1vegetation layers (trees now managed via TreeTypes.ts + woodcutting manifest) - Wind Pine tree type added for tundra biome (split from dead tree variants)
- Mushroom vegetation added to all biomes with varying densities (2-30)
- Tree density reduced in plains biome (8 → 5)
- Mushroom clustering varies by biome (cluster size 3-8)
- Firemaking fire 3D model added (
models/firemaking-fire/firemaking-fire.glb) - Tree model scales adjusted for better visual proportions
Recipe Manifests
Recipe manifests define crafting, processing, and production activities for artisan skills. All recipes follow a consistent structure with inputs, outputs, tools, level requirements, and XP rewards.Fletching Recipes
Therecipes/fletching.json manifest defines bow and arrow crafting:
arrow_shafts- Knife + logs → arrow shafts (15-90 per log)headless_arrows- Arrow shafts + feathers → headless arrowsshortbows- Knife + logs → unstrung shortbowslongbows- Knife + logs → unstrung longbowsstringing- Bowstring + unstrung bow → finished bowarrows- Arrowtips + headless arrows → finished arrows
Crafting Recipes
Therecipes/crafting.json manifest defines leather, armor, and jewelry crafting:
leather- Needle + thread + leather → leather armorstudded- Leather armor + steel studs → studded armordragonhide- Needle + thread + dragon leather → dragonhide armorjewelry- Gold bar + gems + mould → jewelry (at furnace)gem_cutting- Chisel + uncut gem → cut gem
Runecrafting Recipes
Therecipes/runecrafting.json manifest defines rune crafting at altars:
- Air (level 1, 5.0 XP) - Accepts rune essence or pure essence
- Mind (level 2, 5.5 XP) - Accepts rune essence or pure essence
- Water (level 5, 6.0 XP) - Accepts rune essence or pure essence
- Earth (level 9, 6.5 XP) - Accepts rune essence or pure essence
- Fire (level 14, 7.0 XP) - Accepts rune essence or pure essence
- Chaos (level 35, 8.5 XP) - Requires pure essence only
Quests
Quests are defined inquests.json and provide structured objectives for players:
Available Quests
Quest Stage Types
- dialogue - Talk to an NPC
- kill - Defeat a specific number of NPCs
- gather - Collect items through skilling
- interact - Use items or stations (cooking, smithing, etc.)
Adding New Content
1
Choose the right manifest
- Items: Add to appropriate file in
items/directory - Gathering: Add to
gathering/woodcutting.json,mining.json, orfishing.json - Recipes: Add to appropriate file in
recipes/directory - NPCs: Add to
npcs.json
2
Follow existing patterns
Use the same structure as existing entries. For tiered equipment, specify the
tier field.3
Generate 3D model (optional)
Use Asset Forge to create a new model, or use existing models
4
Restart server
The DataManager loads manifests on startup
5
Test in game
Verify the new content appears correctly
Recent Changes
New Skills & Recipes (Week 5: Jan 31 - Feb 1, 2026)
Three new artisan skills added with complete OSRS-accurate recipe manifests:- Fletching: Arrow shafts, headless arrows, shortbows, longbows, bow stringing, arrow tipping (40+ recipes)
- Crafting: Leather armor, studded armor, dragonhide armor, jewelry, gem cutting (25+ recipes)
- Runecrafting: Air, mind, water, earth, fire, chaos runes with multi-rune level thresholds
- Firemaking fire 3D model (
models/firemaking-fire/firemaking-fire.glb) - Comprehensive armor manifest with 80+ armor pieces across all combat styles
Manifest Refactor (PR #3)
The manifest system was recently refactored for better scalability and organization:- Items split by type: Weapons, tools, resources, food, ammunition, runes, armor, and misc are now in separate files
- Gathering resources: Woodcutting, mining, and fishing data moved to dedicated files
- Recipe system: New recipes directory for smelting, smithing, cooking, firemaking, fletching, crafting, and runecrafting
- Centralized requirements:
tier-requirements.jsonprovides OSRS-accurate level requirements - Skill unlocks:
skill-unlocks.jsondocuments progression milestones
New Vegetation (PR #4)
Mushroom vegetation added to biomes with configurable density, clustering, and spawn parameters.GitHub Integration
The repository now includes Claude Code GitHub Actions for automated assistance:.github/workflows/claude.yml- Responds to@claudementions in issues and PRs.github/workflows/claude-code-review.yml- Automated code review on pull requests.github/workflows/update-docs.yml- Automatically updates documentation when manifests change
Detailed Documentation
NPC Data Structure
Complete NPC schema, aggro types, drop tables, spawn constants, and helper functions.
Item Data Structure
Item types, stats, requirements, equipment slots, noted items, and shop items.
Gathering & Crafting
Woodcutting, mining, fishing, smelting, smithing, cooking, and firemaking systems.
Tier Requirements
Centralized equipment and tool level requirements by tier.