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does the plugin architecture come with added overhead (assuming you add a lot of elements)?
"10,000 players in one world at 20 TPS"

I don't know what a TPS is. Triangle per second? Or is that a reference to "Office Space"?

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What is ":green{hola} oi"?
seems like a string showing a translation feature (?), based off of the fact that "hola" in Spanish and "oi" in Portuguese mean "hi". though it seems kind of unrelated to the main topic, and isn't mentioned anywhere. maybe it's just a leftover of some kind.
of all the minecraft server forks Hyperion definitely seems to have the clearest goal
How does it handle anticheat? To host a 10000 players pvp, they definitely need some good anticheat. For vanillish servers we have lots of anticheat plugins to choose from, but none of these would work with a Minecraft server written in rust.
I wonder what the memory requirements are.
Definitely interesting to see continued innovation in this space after so many years. At Hypixel Minecraft we forked Spigot (another modded Minecraft platform) back in late 2014 to be able to rip out a bunch of vanilla mechanics that we knew that we wouldn't need for our workloads and optimize the interactions with other pieces of our infrastructure, while still maintaining full compatibility with our existing Java plugins.

Honestly the biggest uphill battle that Hyperion is going to face is rebuilding the decade-plus of existing Java plugins and functionality that have become ubiquitous in the Minecraft ecosystem, like Permissions, Anti-grief, Anticheat, etc which have had decades of man-hours invested into perfecting their functionality. Some of this can likely be ported and knowledge reused, but _someone_ is going to have to actually do the heavy lifting of porting it into a language that has a (relative to Java) higher learning curve.

I feel like Disney's rendering engine already took this name.
As I understand having 10000 players in some area isn't a big problem. Processing players isn't that hard. It seems for me to be much harder to simulate the world around players - flowing water, growing trees/crops, redstone circuits, pistons, mobs. In the worst case players may be located very far from each other, so it's needed to simulate up 10000 world regions. Can this server really do this? Or not really? Or maybe it has very limited world size.
10000 players in one area is pretty hard on its own. The scaling is quadratic since each player receives the updates of all players.

Simulation is irrelevant in terms of performance because it is a fixed cost that is shared across all players.

So is this 100% Java Minecraft compatible?

Or it has reduced functionality to achieve this goal?

Does it have access control and anti griefing, without which you can't really run a non pvp minecraft server?

would love to use something like this, what issues do you foresee trying to transition from something like forge or fabric?
It'll be a challenge to assemble 10000 bed wars players who won't cheat.