HVTP is an open application-layer protocol for the real-time distribution, synchronization, and interaction of 3D virtual spaces across heterogeneous systems.
Designed to bridge virtual environments — not platforms.
HVTP enables collaborative 3D environments (CVEs) where users and systems can share, manipulate, and persist scenes using a unified, extensible scene graph format based on glTF. It defines a protocol and runtime model that supports live editing, multi-client presence, and distributed rendering across engines, devices, and networks.
We aim to create a free, open, and decentralized system for connecting spatial computing applications — from game engines to web renderers, from digital twins to simulation platforms.
HVTP is not a game engine. It’s not a platform. It’s a real-time, interoperable bridge between any spatial system that supports 3D scenes.
- 📡 Application-layer protocol (engine-agnostic)
- 🧠 Shared scene graph model using glTF
- 🔄 Real-time updates & delta sync
- 🔀 Bi-directional synchronization of scene changes
- 🌐 Multi-client collaboration and session awareness
- 📁 Platform-neutral asset referencing (IPFS, CDN, local, etc.)
- 🧍 Identity & Presence (DID-compatible avatar protocols)
- 🎭 Avatar support with glTF/VRM extensions
- 🔐 Access control & permissioning per scene or entity
- ⚡ Scripting & behavior graphs (planned support for Lua/WASM)
- 🛰️ Teleportation & routing between hosted virtual scenes
- 🪞 Engine bridges (Unity, Unreal, Godot, Three.js, Python, WebXR)
HVTP follows a client-server or peer-mesh model, where each participant maintains a local scene graph and exchanges updates through a lightweight, binary or JSON-based messaging layer.
graph TD
A[Unity Client] -->|HVTP Protocol| B[Relay Node / Scene Host]
C[Python Simulation] -->|HVTP Protocol| B
D[WebXR Frontend] -->|HVTP Protocol| B
E[glTF Asset Store] --> B
- Scene updates are diffed and propagated efficiently.
- Clients can subscribe to subgraphs or specific entities.
- Sessions track who is present, what is visible, and what has changed.
Layer | Tech / Spec |
---|---|
Protocol Format | JSON / Binary (MessagePack or CBOR) |
Scene Graph | glTF 2.0 |
Identity | DID Core, OMI ID |
Avatar Format | VRM / glTF + extensions |
Hosting / Sync | WebSocket / QUIC / P2P / IPFS |
Extensions | Custom glTF extras, behavior scripts |
- 🔧 Collaborative 3D design tools
- 🎓 Immersive educational platforms
- 🏙️ Digital twins & smart cities
- 🤝 Cross-engine multiplayer frameworks
- 🔬 Scientific simulations
- 🚀 Virtual social or enterprise spaces
HVTP is designed not only for human users but also for autonomous AI agents capable of observing, navigating, interacting with, and even modifying the shared scene.
Modern virtual environments often involve non-human participants:
- 🧠 NPCs powered by LLMs or behavioral models
- 🤖 Bots for QA testing or automated moderation
- 📡 Digital twins driven by real-world sensors or APIs
- 🧑🚀 Cognitive agents exploring and learning in CVEs
HVTP treats these agents as first-class participants in the collaborative space, with their own presence, permissions, and communication channels.
/protocol-spec # Core protocol definition (messages, scenes, sessions)
/reference-server # Node.js or Python relay node
/clients # Unity, Web, Godot, Python integrations
/examples # Multi-client scenes and demos
/docs # Specification, diagrams, contributions
We’re in early development. Want to get involved?
git clone https://github.com/faustodc/HyperverseTransferProtocol
cd hvtp
/protocol-spec/hvtp.md
We welcome engine developers, protocol designers, WebXR enthusiasts, simulation researchers, and anyone passionate about open spatial computing.
- Submit PRs and RFCs
- Help us test engine bridges (Unity, Godot, etc.)
MIT License — because freedom matters.
Built by the community of open 3D protocol advocates. Inspired by the work of the Open Metaverse Interoperability Group, the Khronos Group, and pioneers of collaborative virtual environments.