Hypersomnia
Hypersomnia handles competitive top-down shooter blending Counter-Strike as a self-hosted solution.
Overview
Multiplayer top-down shooter made from scratch in C++. Web version: https://play.hypersomnia.io Made in 🇵🇱 The project has 1K+ GitHub stars and is licensed under AGPL-3.0.
Key Features
Source: GitHub README
- rectpack2D, written for packing textures, became famous and was used in Assassin’s Creed: Valhalla.
- Used also by a drone manufacturing company and in 2 scientific papers.
- My Entity-Component-System idea from 2013 describes techniques similar to Unity Engine patent from 2018.
- See this discussion.
- Networking is based on cross-platform simulation determinism. It is 100% deterministic even across browser and native clients (Windows, Linux, MacOS) and that includes native ARM builds (aarch64)!
- This technique is traditionally used by RTS games with hundreds of continuously moving soldier units.
- It is impractical to continuously update every single one of them through the network.
- But Hypersomnia is not an RTS - since it’s physics-based, it uses floats heavily, not just integers.
- When floating point calculations are involved, simulation determinism becomes extremely hard.
- See why in this excellent article by Glenn Fiedler.
Normalized Features
Source: tool-features-normalized.json
appimage, docker, rest api.
Deploy
Features
Integrations & APIs
- REST API
Category
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