Welcome to the Hyperscape Wiki
This wiki provides comprehensive technical documentation for Hyperscape, an AI-powered RuneScape-style MMORPG built on a custom 3D multiplayer engine. Every page is verified against the actual source code.This documentation is generated from source code analysis. All code references link to actual files in the Hyperscape repository.
Quick Navigation
Engine Architecture
ECS architecture, Three.js integration, PhysX physics, and the core World system
Game Systems
Combat, skills, economy, inventory, and all gameplay mechanics
AI Agents
ElizaOS integration, actions, providers, and autonomous gameplay
Data Manifests
NPCs, items, world areas, and manifest-driven content
Repository Structure
The Hyperscape monorepo contains 7 packages managed by Turbo:Build Dependency Graph
Packages must build in this order due to dependencies:Tech Stack
- Runtime
- 3D Engine
- Backend
- Frontend
- AI
| Technology | Version | Purpose |
|---|---|---|
| Bun | v1.1.38+ | JavaScript runtime and package manager |
| Turbo | Latest | Monorepo build orchestration |
| Node.js | 18+ | Fallback compatibility |
Port Allocation
All services use unique ports to avoid conflicts:| Port | Service | Environment Variable | Started By |
|---|---|---|---|
| 3333 | Game Client | VITE_PORT | bun run dev |
| 3400 | AssetForge UI | ASSET_FORGE_PORT | bun run dev:forge |
| 3401 | AssetForge API | ASSET_FORGE_API_PORT | bun run dev:forge |
| 3402 | Docusaurus | (hardcoded) | bun run docs:dev |
| 4000 | ElizaOS Dashboard | (internal) | bun run dev:ai |
| 4001 | ElizaOS API | ELIZAOS_PORT | bun run dev:ai |
| 5555 | Game Server | PORT | bun run dev |
Development Commands
Wiki Sections
Engine Architecture
Deep dive into the Hyperscape 3D engine:- Engine Overview — Architecture and core concepts
- Entity Component System — Entities, components, and systems
- Networking — WebSocket protocol, packets, sync
- Database Schema — PostgreSQL persistence with Drizzle
- Event System — 500+ typed events
Game Systems
All gameplay mechanics:- Systems Overview — How game systems work
- Combat System — Tick-based OSRS-style combat
- Skills System — 9 trainable skills with XP curves
- Movement — Tile-based navigation and pathfinding
AI Agents
ElizaOS integration:- AI Overview — How AI agents play
- Actions Reference — 21 available agent actions
- Providers Reference — 7 state providers
Data Manifests
Content definitions:- Data Overview — Manifest-driven design
- NPC Data Structure — Enemy definitions, aggro, drops
- Item Data Structure — Weapons, armor, tools, resources
Technical Reference
- Constants Reference — Combat, movement, timing values