Aether Engine: Spatial Simulation

Run complex simulations, quickly and at massive scale

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What is Aether Engine?

What is Aether Engine?

Built on Hadean, Aether Engine is a library designed for spatially partitioning agent-based simulations. It scales across different processors and physical machines, utilising more computing power as the simulations grow in complexity and size.

Aether Engine has a simple, user-friendly SDK. It opens up the API for developers, who can write code and deploy directly to the engine.

Spatial Simulation Diagram
Spatial Simulation Management

A distributed octree data structure dynamically allocates resources to complex and intensive CPU regions for unprecedented performance and scale.

As more entities condense into a single spot, the octree data structure repartitions space to balance load across CPUs. More complex regions are decomposed into a greater number of cells, while less complex regions are handled by fewer cells.

Each cell is managed by a worker, and when an entity moves into an unassigned region, a new one will be created. If there are too many entities to simulate effectively, the region of authority will be split, enabling computation to be handled by a different worker.


Hyper Scale Computing

The Aether Engine architecture is stripped back and flexible, enabling integrations with other libraries, including Physx, EnTT and Recast/Detour. It also provides a deep integration with client engines such as Unity and Unreal.

Cloud Native Architecture

The framework contains an entity component system model that separates data from logic, and makes explicit the dependencies. This ensures that code can be distributed across multiple cores.

Dynamic Scalability

Cloud-native simulation allows developers to write, test and deploy code on the cloud, the same way they would locally. By writing in the cloud, for the cloud, the need for specialist knowledge and expertise is removed for faster, easier development.

Dynamic Scalability

Aether Engine enables more entities and agents within a simulation to support enriched behaviour and content. It is possible to support thousands of visible agents within a single persistent view of the simulation.

Customer Success

Francis Crick Institute

A COVID-19 simulation was built in response to the global pandemic to simulate contagion spread in and between humans.

“Simulations developed on Aether Engine will enable us to significantly speed up predictions on how viruses like COVID-19 interact in humans.”

– Dr Paul Bates, Francis Crick Institute Biomolecular Laboratory


  • Maps 100,000 human agents as potential disease vectors.
  • Coded in 48 hrs and instantly deployed across multiple cloud instances ready for global scale.

CCP Games

Creator of Eve Online, used Aether Engine to transform the number of players in the world’s most successful MMO game.

“Hadean’s technology has the potential to unlock huge creative and design-orientated freedom within virtual worlds such as EVE.”

Hilmar Petursson, CEO CCP Games


  • Eve Aether Wars ran 10k players at 30hz without interruption.
  • 5x bandwidth reduction // 3x cost efficiency.
  • Prototype completed in 8 weeks by a team of 7 developers.

Muxer: Globally Distributed Data Streaming

Built on Hadean as an addition to Aether Engine, Muxer utilises net relevancy to prioritise resources for the fastest possible experience. 

Break through barriers of game design with Aether Engine

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