Documentation category

Performance

Performance is where big ideas stay playable. Hyper contains systems that help manage actor count, repeated spawning, proximity-based behavior, pooled objects, and mesh-to-actor workflows. These systems matter when your world gets dense, interactive, persistent, or multiplayer enough that brute force stops being cute.

What This Enables

  • Object pools for projectiles, effects, interactables, or repeated runtime actors.
  • Proximity-aware systems that can reduce work when players are far away.
  • Mesh-to-actor swap workflows for worlds that need lightweight representation until gameplay detail is actually needed.

Working Advice

  • Do not optimize ghosts. Reproduce the cost first, then choose the right system.
  • When swapping or pooling actors, be very clear about visual state, collision, save/load, ownership, and gameplay authority.
  • Performance systems should be tested with realistic density. One actor in an empty map lies politely.