Releases: PlayHyperia/hyperforge
Releases · PlayHyperia/hyperforge
v1.1.0-rc.1 — The Arena Update
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/impostorand@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=vulkanand theUnsafeWebGPUfeature 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
Release fix-terrain-height-cache-offset
test-deplloyment
Test Deployment of asset forge with vercel.