About the project
Hyperion started as a passion project in 2016, and is still worked on daily.
Our aim with Hyperion is to offer a high fidelity gaming experience even on low-end hardware using our in-house baking system to prepare as much of the lighting and effects as possible ahead of time.
That, and the editor shouldn't suck.
Features
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Global illumination
Real-time global illumination without requiring hardware ray tracing support. Glimmer uses a combination of techniques to provide accurate real-time global illumination, and can scale down for lower-end devices while still looking good.
Bake lightmaps right from the editor. Bake lightmaps and reflection probes ahead of time for static geometry, so games can look good even on low end devices.
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GPU-driven rendering
Vulkan and DirectX 12 with clustered shading. Occlusion culling runs in compute and feeds indirect draws directly, including for GPU-simulated particles.
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Multiplayer
Multiplayer is built in. The engine includes a dedicated server and clients connect to it.
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World streaming system
Scenes are assigned to cells that dynamically stream content in and out of the world.
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Physics
Hyperion uses Jolt Physics for rigid bodies, and character controllers. Works over net.
Platforms
| Platform | Status |
|---|---|
| Windows | yes, runtime + editor |
| macOS | yes, runtime + editor |
| Android | supported - (not stable) |
| iOS | supported - (not stable) |
| Steam Deck | yes, with Proton - needs some work on input + resolution. |
| Linux | planned |
Get Involved
We welcome contributors of all skill levels. If you find a bug, have an idea, or want to help contribute to the project, we'd love your support!
