• SDK
  • DOCUMENTATION
Hadean
  • Platform
  • Applications
    • Aether Engine
    • Muxer
    • Mesh
  • Solutions
    • Gaming
    • Synthetic Environments
    • Virtual Events
    • Healthcare
    • Finance
  • Resources
    • Blog
    • Resource Centre
    • Knowledge Base
  • About
    • Company
    • Careers
    • Internships
  • Contact
Select Page
Spatial Process Mapping Using Octrees

Spatial Process Mapping Using Octrees

by Patrick Gordon | Dec 16, 2020 | Aether Engine, Hadean Platform

Spatial Process Mapping Using Octrees Spatial indexing is a great way to speed up queries of spatial data. The most common queries usually take the form of “index to this point”, or “give me all the points in an area”. These are very general queries that apply in many...
Net Relevancy and Compression: How to Push Gbps of Gamestate Over The Internet

Net Relevancy and Compression: How to Push Gbps of Gamestate Over The Internet

by Patrick Gordon | Aug 6, 2019 | Gaming

Net Relevancy and Compression: How to Push Gbps of Gamestate Over The Internet Building massively multiplayer online games has a problem: the internet. Specifically, the internet connection close to the user, the “last mile”. These links have much lower bandwidth than...
A new Open Source C++ library for Spatial Representations

A new Open Source C++ library for Spatial Representations

by Patrick Gordon | Nov 23, 2018 | Aether Engine

A new Open Source C++ library for Spatial Representations Representing arbitrary shapes efficiently using a computer is non-trivial. This is especially true if you want minimal memory usage and fast operations (e.g. testing whether a point is inside or outside a...
MMORPGs PART 3: Parallel flocking behaviour in large-scale simulations

MMORPGs PART 3: Parallel flocking behaviour in large-scale simulations

by Patrick Gordon | Dec 22, 2017 | Gaming

MMORPGs PART 3: Parallel flocking behaviour in large-scale simulations In the first post in this series, we talked about using the octree data-structure to hierarchically divide space. Each cell in an octree represents a region of space containing state that the cell...
MMORPGs PART 3: Parallel flocking behaviour in large-scale simulations

MMORPGs PART 2: Applying data-driven design to optimize computation

by Patrick Gordon | Dec 11, 2017 | Gaming

MMORPGs PART 2: Applying data-driven design to optimize computation In our previous post  Hadean’s spatial demo outlined the overarching design goals of placing computation where it is needed and to avoid wasteful, expensive resources like compute. This is vital to...
« Older Entries
Hadean Logo Stacked
  • Terms of Use
  • Privacy Policy
Hadean Logo White

Legal

  • Terms of Use
  • Privacy Policy

Contact

8th Floor, 9 Appold Street, London, EC2A 2AP

020 3514 1170

  • Facebook
  • Twitter
Copyright © 2020 Hadean Supercomputing Ltd. All Rights Reserved. Privacy Terms of Use