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Releases: PlayHyperia/hyperforge

v1.1.0-rc.1 — The Arena Update

11 Apr 16:38
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v1.1.0 — The Arena Update

Pre-release. This is a snapshot of ~6 weeks of work; 978 commits, 118 features, and a near-total rewrite of terrain, trees, water, agents, and the streaming/duel pipeline.
This release focuses on making Hyperscape feel alive. Agents can now complete the full quest line on their own, the world generates at a much larger scale with noise-driven terrain and per-biome tuning.


Highlights

Autonomous Agents

  • Agent Quest System — agents can now complete all 7 quests autonomously, with quest-driven tool selection, manifest-validated item patterns, and personality-driven quest ordering
  • Strategic Duel Combat AI — skill-based weapon selection, dynamic escalation, gear progression, food prep, and LLM-driven trash talk
  • Gravestone Recovery, Bank Awareness, Fishing Fixes — agents now recover lost gear, remember bank inventories, and navigate to fishing spots correctly
  • Action Locks + Fast-Tick — agents respond faster and avoid conflicting actions
  • ElizaOS Cloud Integration — all duel arena agents now run on eliza-cloud
  • 19-Agent Roster — expanded model pool with updated Claude model IDs
  • Dashboard — React Flow pipeline visualization, evaluator/social nodes, thought logs, and stability improvements

Terrain & Vegetation Overhaul

  • Noise-Driven Landscape — biome-blended terrain generation with per-biome height, cliffs, terracing, and colors
  • Quadtree LOD System — uniform-resolution chunks, per-frame allocation optimizations, initial tile unblocking
  • Rivers, Bridges, Waterfalls — per-body water system with fishing spot placement at any elevation
  • Tree System — GLB model variants, Fortnite-style shader with AO, dissolve transparency for depleted trees, dead/snow/windswept/banana/yucca pine variants, slope rejection
  • Grass System — quad-tree chunk-based grass, CPU frustum culling, biome-specific configs, fresnel rim, distance fade, web-worker instance generation, slope tilt, PBR shadow, root-blended color
  • Cloud & Water Shaders — per-fragment horizon fog blend, water depth opacity, reflection distance fade
  • Per-Biome Terrain Textures — dual-scale blending to break tiling, slope-based coloring, stepped plateau system for mountains and ponds
  • Canyon Biome — canyon maple, magic trees, yucca, banana

UI / Panels

  • Premium Shell Foundation — onyx graphite palette, unified panel layout constants, improved shell depth and modal layering
  • Combat Panel — heraldic shield banners redesign
  • NPC Dialogue Panels — full redesign
  • Equipment Paperdoll — refreshed
  • Minimap — terrain detail, zoom scaling, readability improvements, frustum-culling fix
  • HUD Frame Composition — unified across panels
  • Cursor Tooltips — new component, tighter tab styling
  • Spells Panel — added to default window layout

Streaming Duel Arena

  • Graceful Restart for duel arena deployments
  • Placeholder Frame Mode for idle periods between duels
  • Model Agent Spawning enabled for duels
  • WebGPU Diagnostics + Preflight for GPU server deployment
  • Audio Capture via PulseAudio for game music/sound
  • RTMP Buffering improved for smoother playback
  • Twitch, Kick, X streaming destinations configured
  • Chrome Beta + ANGLE Vulkan backend for Linux GPU servers
  • Ozone Headless Mode for GPU streaming without X11
  • Oracle Improvements — settlement delay sync, betting bridge lifecycle
  • Renderer Health Hooks — internal bet sync feed and readiness contract
  • On-Deck Duel Notifications + preparation state machine

Asset Forge — Armor Pipeline

  • Armor Pipeline POC 1/2/3 — shell extraction, AI texturing, rigged preview
  • Tripo 3D Experimental Pipeline — shared extraction cache, bone attachments
  • Tier Generator + standalone GLB upload in armor preview
  • Publish-to-Game Flow — Meshy fixes, equipment rendering
  • VFX Catalog Browser tab

Performance

  • uWebSockets.js Transport + native pub/sub broadcasting
  • Node.js Tick Loop — BFS iteration budget, walkability cache baked into CollisionMatrix bitmask
  • Low-Res Collision Mesh — time-budgeted terrain processing reduces server tick cost
  • Combat Object Pooling — zero-allocation event emission
  • TSL Fire Particles replace dynamic lights in arena
  • GPU Highlight Shader — uniform-based highlight for all instancers, receiveShadow disabled on non-terrain
  • Dashboard Polling — throttled in background, narrowed player stat subscriptions
  • Tree Dissolve — dithered discard instead of alpha blending

Infrastructure & Deploy

  • Vast.ai CLI Provisioner with display driver support
  • Graceful Deployment with maintenance mode
  • workflow_dispatch for manual Vast.ai deployments
  • Railway prod API defaults restored
  • Node 24 CI runners

Stats

  • 978 commits since v1.0.1
  • 118 features
  • 466 fixes
  • 34 performance improvements
  • 38 refactors

Known Issues

  • @hyperscape/impostor and @hyperscape/procgen/* TypeScript resolution failures in CI (pre-existing, does not affect runtime)
  • Asset-forge Vite/rolldown build can fail on certain platforms (does not affect game client or server)

Upgrade Notes

  • Requires WebGPU — no WebGL fallback
  • Linux GPU servers must use Chrome Beta with --use-gl=angle --use-angle=vulkan and the UnsafeWebGPU feature flag
  • macOS streaming uses Google Chrome with --use-angle=metal
  • PhysX is pre-built; full first build takes 5-10 min for physx-js-webidl

Credits

Shaw, Lucid, Dex, SYMBaiEX, Binky, and the Hyperscape contributors.

Release v1.0.1

25 Feb 09:45

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Release fix-terrain-height-cache-offset

test-deplloyment

27 Oct 01:57
f93fdb8

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test-deplloyment Pre-release
Pre-release

Test Deployment of asset forge with vercel.