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Systems Architecture

Hyperscape game logic is implemented through Systems — classes that process entities and components each game tick. Systems are organized by domain and split between client, server, and shared execution contexts.

System Base Class

All systems extend SystemBase which provides:
  • Dependency management (required/optional systems)
  • Lifecycle hooks (init, update, cleanup)
  • World reference for entity queries
  • Auto-cleanup on destroy

Core Game Systems

Combat System

Location: systems/shared/combat/ The combat system implements OSRS-style tick-based combat with 20+ supporting files:
Combat runs on a 600ms tick cycle, matching Old School RuneScape exactly.

Economy Systems

Location: systems/shared/economy/ Handles all economic interactions:
  • Banking — Deposit, withdraw, note conversion
  • Shops — Buy/sell with general stores
  • Inventory — 28-slot management with stacking
  • Loot — Item drops and ground items

Movement & Collision System

Location: systems/shared/movement/ Implements tile-based movement and OSRS-accurate collision:
  • TileSystem.ts — Grid-based coordinate system
  • CollisionMatrix.ts — Zone-based collision storage (8×8 tile zones)
  • CollisionFlags.ts — Bitmask flags (BLOCKED, WATER, OCCUPIED, walls)
  • EntityOccupancyMap.ts — Entity tracking with collision integration
  • BFSPathfinder.ts — Breadth-first search pathfinding around obstacles
  • ChasePathfinding.ts — Combat chase behavior
  • WanderBehavior.ts — NPC wandering AI
Collision Features:
  • Static object blocking (trees, rocks, stations)
  • Multi-tile footprints (2×2 furnaces, large resources)
  • Directional walls (for future dungeons)
  • Network synchronization (zone serialization)
  • Safespotting mechanics (OSRS-accurate)

Character Systems

Location: systems/shared/character/ Player character management:
  • Stats tracking — Levels, XP, combat level
  • Equipment — Gear slots and bonuses
  • Skills — 11 trainable skills (5 combat, 3 gathering, 3 artisan)
  • Prayer — Prayer point management, drain mechanics, altar recharging

Combat Constants

The combat system uses OSRS-accurate constants:

Level Constants


Skills System

Hyperscape implements 17 skills with OSRS-accurate mechanics:

Combat Skills

Gathering Skills

Artisan Skills

Support Skills

Each skill has independent XP tracking and levels 1-99 following OSRS XP curves. Crafting, Fletching, and Runecrafting were added in February 2026 with full OSRS-accurate mechanics.

Attack Styles

Players choose how combat XP is distributed:

Mob Aggression


Event System

Systems communicate through typed events:


Detailed Documentation

Combat System

OSRS-accurate damage formulas, attack styles, aggro system, and death mechanics. Includes melee, ranged, and magic combat.

Duel Arena

Player-versus-player dueling with rules negotiation, item stakes, and arena combat.

Skills & Progression

RuneScape XP curves, leveling, combat level formula, and skill requirements.

Prayer System

Prayer mechanics, drain formulas, combat bonuses, altars, and bone burying.

Tile Movement

Discrete tile-based movement, pathfinding, and OSRS melee range rules.

NPC Data

How NPCs and mobs are defined with drop tables and aggro behaviors.