HydraPipeline

Hydra Experiencenet

Hydra Experiencenet aims to do for interactive, high-fidelity experiences what Netflix did for movies — stream them to any screen, anywhere. Visitors at physical venues walk up to a kiosk, put on a VR headset, or pick up a tablet and instantly interact with an Unreal Engine experience rendered in real time on nearby GPU hardware.

Pipeline Overview

The Hydra pipeline is the system that makes this possible. It has two sides:

Both sides share the same three layers: foundation sets up the topology, upstream produces artifacts, and downstream distributes them. This runbook focuses on the experience pipeline.

FOUNDATION          LOCATIONS         UPSTREAM                         DOWNSTREAM
(infrastructure)    (venue mgmt)      (per build)                      (per release)

Organizations ─┐    Districts ─┐      Build ──→ Upload ──→ Promote     Promote exp ──→ Provision
Cluster        │    Venues ────┘          UE project    HydraRelease       staging/prod    bodies
Neck           │      (m² plans)                                                          then heads
Guard ─────────┘

The Three Sections

Foundation

What: Register organizations (customers, agencies), orchestrate nodes, manage networking, and enforce access control — the infrastructure everything else depends on.

When: Once per customer/device — not repeated per build.

Components: HydraOrganization, HydraCluster, HydraNeck, HydraGuard

Locations

What: Create districts (infrastructure zones) and venues (physical locations with square-meter floor plans) where experiences will be deployed.

When: Once per district/venue — not repeated per build.

Components: HydraVenues, HydraDistrict

Upstream (Ingest)

What: Package an Unreal Engine project, upload the build to HydraRelease, and promote it to a staging environment.

When: Every time a new build needs to ship.

Components: HydraUnrealEngine, HydraPerforce or HydraTransfer, HydraRelease

Downstream (Content Delivery)

What: Promote the experience through environments (staging → production) and provision render nodes (bodies) and interface devices (heads) with the new build.

When: After a build is promoted to staging (or production).

Components: HydraExperienceLibrary, HydraHead, HydraBody


How They Connect

Phase 0                    Phase 1       Phase 2       Phase 3       Phase 4       Phase 5
FOUNDATION                 UPSTREAM      UPSTREAM      UPSTREAM      DOWNSTREAM    DOWNSTREAM
────────────────           ──────────    ──────────    ──────────    ──────────    ──────────
Orgs, Venues, Nodes,       Build UE      Upload        Promote       Promote       Provision
Experiences                project       to Release    to staging    experience    nodes
    │                          │              │              │              │            │
    │                          └──────────────┴──────────────┘              │            │
    │                                  artifacts flow                       │            │
    └──────────────────────────topology + targeting referenced─────────────┘            │
                                                                                        │
                                       HydraRelease serves build artifacts─────────────┘

HydraRelease is the boundary between upstream and downstream. Nothing downstream runs a binary that didn't pass through it. Upstream produces immutable, versioned artifacts. Downstream consumes them without modification.


Key Concepts

Bodies and heads: A body is a render node (GPU machine running the UE experience via LarkXR). A head is an interface device (kiosk, tablet, VR headset) that connects to a body's stream. Bodies are provisioned first, then heads reconnect.

Neck (networking): HydraNeck ensures bodies and heads within a venue can reach each other. It manages the network layer — so a head in venue heysel connects to a body in the same venue over a reliable, low-latency link. Without the neck, bodies render frames but heads can't receive the stream.

Districts and venues: Districts are infrastructure zones. Venues are physical locations within districts, each owned by an organization. Experience targeting is geographic — by district and venue.

SSE observability: All services emit Server-Sent Events. HydraPipeline consumes them all to provide a unified live view. It is purely read-only.


Environments

Builds are promoted through environments: developmentstagingproduction. Each promotion writes a latest.json that downstream services poll. Rollback reverts to the previous build number.