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Hadean Integrates Distributed Simulation Technology - Powered by Microsoft Azure

Raevenlord

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(Editor's Note: Hadean seems to be building a cloud-based OS that serves more than games via its Aether Engine: on its website, the company cites usages for gaming, multi-scale cellular models, and risk profile analysis with increased datasets than ever before. The idera of a cloud-based OS seems to stem from a desire to usher developers into an almost auto-sufficient system and interface, without the need for the layers of distributed engineeriuing, with multiple inputs and workflows for middleware, microservices, containers, and other parts. Users can take part in the 10,000 player stress test that's being planned for the end of February, and can register to partake in the experiment on the company's website.)

Hadean announced its Aether Engine will be powered by Microsoft Azure, allowing developers to more seamlessly scale their applications at increased speed and ease across the cloud. Hadean's technology will also be integrated with other parts of Microsoft's developer suite, including Visual Studio. Hadean's record-breaking 10,000 player gaming experience that will be unveiled at GDC 2019 will be powered by the Aether Engine running on Azure. Outside of gaming, this exact same technology is driving Hadean and the Francis Crick Institute's biomolecular simulation work in the field of cancer cell research.




Today's compute environment requires applications to run reliably at massive scale. In the gaming industry, there is an ever-increasing demand for larger and more complex multiplayer games. Hadean's work with Microsoft will bring these experiences to life and allow developers to focus solely on building innovative and effective experiences for their users - whether in a game studio, a research institute, or simply on their machine at home.

"We're thrilled to use Microsoft Azure to power Hadean's technology as we continue to enable developers to pursue their creative vision without any friction," said Craig Beddis, CEO for Hadean. "The games industry is one of the most exciting in the world and it's vital we empower developers to create experiences that no other medium can offer. By offering scale to developers through Microsoft technologies such as Azure, we can do just that."



Bryan Saftler, Director of Product Marketing, at Microsoft Corp., said, "We are pleased to see Hadean integrate their technology with Microsoft Azure. the combination of Azure plus Hadean's cloud-based OS and distributed simulation engine offers developers incredibly powerful DevOps tools so they can focus on what they do best - build games."

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Interesting.

I see a MS purchase in their future.
 
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Their logo has a Wankel rotor in it...

Does that mean their engine is very inefficient and will stop working after a set time, but delivers better performance from a smaller size?
 
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Their logo has a Wankel rotor in it...

Does that mean their engine is very inefficient and will stop working after a set time, but delivers better performance from a smaller size?

Means way higher clockspeeds that makes your CPU sound like a pissed-off bumblebee when OC'ed and then it explodes slinging silicon pieces all over everything. :kookoo:

This is an interesting "Thing" too bad I'm not a gamer or I would be in on this myself.
As for MS getting out the wallet, you know like I already do they are gonna be watching this one closely.
 

VasDrakken

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Gridded distributed computing is not new even in video games, it is called instancing and moving the data between instances is usually where things fail. If the quality of those low polygon objects are what they can move then they are about two decades behind everquest... which is really an old game. The particle effects are spites in that demo not field or fluid effects. Cool idea but the level of asset in that demo, the part that usually causes scaling issues is so low that you could likely have a hundred thousand users flying those on a single cpu and video card and not have any issues.

Dynamic moving the boundaries is where the industry is going but you have to have an actual load on the cpus to measure the crossing of the dynamic load balancing of zones. in essence that is a bunch of crates with blinking swapping textures with 1990 era tech mouse pointer trails. The concept is cool but that company has shown up before and be laughed at before. UE 2.5 could handle 80,000 polygon meshes with a two gigabyte normal map for a zone boss. what they demonstrated is likely about fifty ships with maybe twenty polygons and a couple kilobyte textures. It is the same demo from what five years ago? the only thing that seems to have changed is that it is shorter and the references to UE4 are gone.

Dynamic instances is where the industry is and another way to do it is a good thing but that demo is not saturating one modern process let alone a clustered server on fiber channel. All it proves is that they were too cheap to buy modern server processers and pay artists to build the level of normal MMO games which is twenty thousand polygon meshes for 2010 to 2015 time frame, for 2019 and 2020 studios are still trying to figure out how much the low end machines can handle so when the assets are shrunk (meaning the edges that are nesscary is all that is left to hold a normal map detail), the game still looks appealing on low end hardware. people want more people around but still being able to see what they are doing. Hopefully the pvp match has actual medium level or higher assets or it is a waste of time.
 
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This is reminds of an old m$ vision, Windows would no longer being installed locally. m$ would have total control over what you see on your computer monitor, including ads. Add in some AI and Skynet is not far away.
 

alexander brett

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Their logo has a Wankel rotor in it...

Does that mean their engine is very inefficient and will stop working after a set time, but delivers better performance from a smaller size?

It makes me happy that other people immediately recognize the blatantly similar rotary graphic.
 
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