An embedded local server turns every installation into a lightweight, multi-protocol geospatial server - sharing data across the LAN in seconds, fully air-gapped if needed.
No server rack. No dedicated IT. No cloud bill. The same process that renders your map also serves it to everyone on the network.
// embedded server Β· air-gapped GET /api/features β OGC datasets GET /tiles/{z}/{x}/{y}.png β raster tiles GET /vectors/{z}/{x}/{y}.pbf β vector tiles GET /cog/tiles/β¦ β COG range-stream GET /api/featureserver/{ds} β ESRI FeatureServer GET /tms/ β Cesium raster overlay GET /api/terrain/{id}/layer.json β Cesium terrain GET /wmts β ArcGIS Maps SDK β serving on 192.168.1.24:5059
From browser viewers to ArcGIS Pro to game engines - one server, every dialect. See the game-engine server deep-dive for Cesium / Unreal / Unity / Godot terrain & elevation.
Modern RESTful feature API - the open standard adopted across the industry.
FeatureServer / ImageServer / StreamServer-compatible endpoints for ArcGIS clients.
OGC 3D Tiles streaming for massive 3D content across the network.
PBF vector tiles for fast, crisp rendering at every zoom.
Cloud-Optimized GeoTIFF served via HTTP range requests - no conversion.
ST_AsMVT and spatial analytics served directly from the host.
OGC WMTS 1.0.0 (GoogleMapsCompatible) and OSGeo TMS XML - single-URL auto-discovery for QGIS, ArcGIS Maps SDK, and Cesium raster overlays.
Upload a DEM (GeoTIFF / DTED / SRTM HGT / FLT / ASC) and Cesium's CesiumTerrainProvider consumes the on-demand-generated .terrain tiles + layer.json.
REST facade for ArcGISImageTiledLayer and LERC-encoded ArcGISTiledElevationSource - drop-in for ArcGIS Maps SDK for Unreal & Unity.
One /api/game/assets.json endpoint lists every layer with ready-to-use URL templates - Godot, Unity, and Unreal HTTP clients discover everything in one fetch.
The data never leaves the boundary you define.
Runs entirely offline - ideal for classified, regulated, or remote environments.
No cloud sync, no external transfer, no recurring subscription costs.
Distributed by nature - any workstation becomes a server. No single point of failure.
* Comparative deployment-time and cost claims are illustrative planning targets - see ROI page.
Deploy the desktop, flip the switch, and your team is sharing live geospatial data.