// the find
hyperion-mc/hyperion
Minecraft game engine for massive custom events
Hyperion is a Minecraft server engine written in Rust, built on Bevy ECS, designed to host single-world events with tens of thousands of concurrent players. It splits concerns between a vertically-scaled game server and horizontally-scaled proxy layer that handles regional multicasting. The target audience is event organizers running one-shot massive PvP battles, not general-purpose Minecraft server operators.
The proxy-side regional multicasting via BVH trees is the right architectural call — broadcasting to nearby players is the hot path at 10k+ connections and offloading it from the game loop is how you keep tick times under 2ms. The benchmark numbers (1.42ms tick at 5000 bots on a single M3 Max) are credible and methodology is documented. mTLS between proxy and game server is a good security default that most Minecraft projects skip entirely. The codebase is properly modular — bvh-region, hyperion-proxy, hyperion-proto are separate publishable crates with their own README files, not a monorepo hairball.
Locked to Minecraft 1.20.1 with no upgrade path documented — Minecraft protocol changes constantly and this will rot without a versioning strategy. The setup story is painful: generating a private CA, signing server certs, configuring mTLS between nodes is a lot of ops work before you run a single test event, and the README buries this after Docker instructions. Plugin API exists but there's essentially one real example (bedwars) — the API surface is unclear until you read that event's source. No persistence layer for game state: if the game server crashes mid-event, everything is gone, which is a serious problem for a system advertising 10k-player world records.