# Our Technology

{% content-ref url="our-technology/core-system-design" %}
[core-system-design](https://bubblelabslite-paper.gitbook.io/bubblelabs-lite-paper.news-media./our-technology/core-system-design)
{% endcontent-ref %}

<details>

<summary>Built for Speed, Built for Clarity</summary>

Bubble Labs is engineered for high-performance analytics, with zero compromise on speed, scale, or security.

</details>

<details>

<summary><strong>Solana-Native Architecture</strong> </summary>

Deployed directly on Solana, the fastest, most scalable L1 in the ecosystem. Everything is optimized for sub-second responsiveness.

</details>

<details>

<summary><strong>Live Data Pipeline</strong> </summary>

Our API layer streams real-time transaction data into the map, updating visual nodes and wallet states in seconds, not minutes.

</details>

<details>

<summary><strong>AI-Enhanced Intelligence</strong> </summary>

Our AI engine actively analyzes transaction flows and movement patterns, evolving toward predictive modeling to surface high-signal behavior before it hits public feeds.

</details>

<details>

<summary><strong>Dynamic Graph Engine</strong> </summary>

We use adaptive bubble layouts that respond to data in real time. As more wallets, tokens, and contracts appear, the graph organically reshapes itself for clarity and context.

</details>

<details>

<summary><strong>Privacy-First Infrastructure</strong> </summary>

No private keys. No execution layer. Bubble Labs is read-only, built to observe and analyze, not interact or transact.\
Pure analytics. Zero risk surface.

</details>

{% hint style="info" %}
Built for the fastest chain,\
Built for those who move before the market.
{% endhint %}

### Technical Differentiators

* **Multi-Stage Classification Pipeline**: Program ID detection, instruction flow analysis, and balance-change heuristics deliver trustworthy labels with clear confidence thresholds.
* **Noise-Aware Graph Filtering**: Dedicated system account filters reduce graph size by \~80% while preserving the relationships that matter.
* **Cinematic 3D Presentation**: Fibonacci sphere placement, adaptive collision avoidance, and neon visual language maintain readability up to 105 nodes at 60 fps.
* **Rich Interaction Layer**: Centralized interaction hook powers hover/click tooltips, selection rings, and actionable external links.

{% code title="BUBBLETECHMOCKUP.HTML" overflow="wrap" lineNumbers="true" %}

```html
<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8" />
  <meta name="viewport" content="width=device-width, initial-scale=1" />
  <title>BubbleTech 3D Graph Mockup</title>
  <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
  <script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/controls/OrbitControls.js"></script>
  <script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/utils/BufferGeometryUtils.js"></script>
  <style>
    body {
      margin: 0;
      font-family: "Inter", sans-serif;
      background: radial-gradient(circle at top, rgba(108, 43, 217, 0.2), transparent 45%), #050509;
      color: #fff;
      display: flex;
      align-items: center;
      justify-content: center;
      min-height: 100vh;
      padding: 20px;
    }
    .container {
      width: min(1200px, 100%);
      background: linear-gradient(160deg, rgba(10, 10, 20, 0.95), rgba(5, 5, 12, 0.92));
      border-radius: 28px;
      box-shadow: 0 40px 80px rgba(0, 0, 0, 0.5);
      padding: 32px;
      text-align: center;
    }
    h1 {
      font-size: 2.5rem;
      margin-bottom: 10px;
      text-shadow: 0 0 10px rgba(108, 43, 217, 0.5);
    }
    p {
      color: rgba(255, 255, 255, 0.7);
      margin-bottom: 20px;
    }
    .controls {
      display: flex;
      gap: 12px;
      justify-content: center;
      margin-bottom: 20px;
      flex-wrap: wrap;
    }
    .controls button {
      padding: 10px 20px;
      border: 1px solid rgba(108, 43, 217, 0.5);
      background: rgba(108, 43, 217, 0.2);
      color: #fff;
      border-radius: 999px;
      cursor: pointer;
      transition: transform 0.2s, box-shadow 0.2s;
    }
    .controls button:hover {
      transform: translateY(-1px);
      box-shadow: 0 0 20px rgba(108, 43, 217, 0.5);
    }
    #viewport {
      width: 100%;
      height: 600px;
      border: 1px solid rgba(255, 255, 255, 0.1);
      border-radius: 20px;
      background: #000;
    }
    .legend {
      display: flex;
      gap: 20px;
      justify-content: center;
      margin-top: 20px;
      color: rgba(255, 255, 255, 0.7);
      font-size: 0.9rem;
      flex-wrap: wrap;
    }
    .legend span {
      display: flex;
      align-items: center;
      gap: 8px;
    }
    .dot {
      width: 12px;
      height: 12px;
      border-radius: 50%;
      display: inline-block;
    }
    @media (max-width: 768px) {
      .container {
        padding: 24px;
      }
      #viewport {
        height: 400px;
      }
    }
  </style>
</head>
<body>
  <div class="container">
    <h1>BubbleTech 3D Graph Mockup</h1>
    <p>Interactive demonstration of wallet and protocol relationships in a stylized 3D environment.</p>
    <div class="controls">
      <button id="expand">Expand Jupiter Cluster</button>
      <button id="focus">Center on Jupiter</button>
      <button id="reset">Reset Layout</button>
    </div>
    <div id="viewport"></div>
    <div class="legend">
      <span><span class="dot" style="background: #6c2bd9;"></span>Primary wallet</span>
      <span><span class="dot" style="background: #00e5ff;"></span>Wallet node</span>
      <span><span class="dot" style="background: #fc71ff;"></span>Jupiter DEX hub</span>
      <span><span class="dot" style="background: #ffd166;"></span>Token route</span>
      <span>Drag to reposition • Click to select • Edge thickness signals volume</span>
    </div>
  </div>

  <script>
    // Initialize Three.js scene
    const scene = new THREE.Scene();
    const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
    const renderer = new THREE.WebGLRenderer({ antialias: true });
    renderer.setSize(document.getElementById('viewport').offsetWidth, 600);
    renderer.setClearColor(0x000000, 1);
    document.getElementById('viewport').appendChild(renderer.domElement);

    // Lighting
    const ambientLight = new THREE.AmbientLight(0x404040, 0.6);
    scene.add(ambientLight);
    const pointLight = new THREE.PointLight(0xffffff, 1, 100);
    pointLight.position.set(10, 10, 10);
    scene.add(pointLight);

    // Camera controls
    const controls = new THREE.OrbitControls(camera, renderer.domElement);
    controls.enableDamping = true;
    controls.dampingFactor = 0.05;
    controls.screenSpacePanning = false;
    controls.minDistance = 5;
    controls.maxDistance = 50;
    camera.position.set(0, 0, 20);

    // Node and edge data
    const baseNodes = [
      { id: 'primary', label: 'Primary Wallet', type: 'primary', layer: 0, x: 0, y: 0, z: 0 },
      { id: 'wallet-1', label: 'Counterparty Wallet A', type: 'wallet', layer: 1, x: -10, y: 5, z: 0 },
      { id: 'wallet-2', label: 'Counterparty Wallet B', type: 'wallet', layer: 1, x: -8, y: -5, z: 2 },
      { id: 'jupiter', label: 'Jupiter DEX Router', type: 'dex', layer: 1, x: 10, y: 0, z: 0 },
      { id: 'token-1', label: 'USDC Route', type: 'token', layer: 2, x: 12, y: 6, z: 3 },
      { id: 'token-2', label: 'SOL Route', type: 'token', layer: 2, x: 14, y: -4, z: -2 },
      { id: 'token-3', label: 'BONK Route', type: 'token', layer: 2, x: 10, y: 8, z: 5 },
      { id: 'token-4', label: 'Raydium LP', type: 'token', layer: 2, x: 8, y: -6, z: 4 }
    ];

    const baseEdges = [
      { from: 'primary', to: 'wallet-1', weight: 8 },
      { from: 'primary', to: 'wallet-2', weight: 5 },
      { from: 'primary', to: 'jupiter', weight: 9 },
      { from: 'jupiter', to: 'token-1', weight: 7 },
      { from: 'jupiter', to: 'token-2', weight: 6 },
      { from: 'jupiter', to: 'token-3', weight: 4 },
      { from: 'jupiter', to: 'token-4', weight: 3 }
    ];

    let nodes = [];
    let edges = [];
    let nodeMeshes = [];
    let edgeLines = [];
    let arrows = [];
    let raycaster = new THREE.Raycaster();
    let mouse = new THREE.Vector2();
    let selectedNode = null;
    let dragControls = null;

    // Colors
    const colors = {
      primary: new THREE.Color(0x6c2bd9),
      wallet: new THREE.Color(0x00e5ff),
      dex: new THREE.Color(0xfc71ff),
      token: new THREE.Color(0xffd166),
      edge: new THREE.Color(0xffffff),
      highlight: new THREE.Color(0xfc71ff)
    };

    function initGraph() {
      nodes = [...baseNodes];
      edges = [...baseEdges];
      createNodes();
      createEdges();
      createArrows();
    }

    function createNodes() {
      nodeMeshes.forEach(mesh => scene.remove(mesh));
      nodeMeshes = [];

      nodes.forEach(node => {
        const geometry = new THREE.SphereGeometry(node.type === 'primary' ? 1 : 0.6, 16, 16);
        const material = new THREE.MeshPhongMaterial({
          color: colors[node.type],
          emissive: colors[node.type].clone().multiplyScalar(0.1)
        });
        const mesh = new THREE.Mesh(geometry, material);
        mesh.position.set(node.x, node.y, node.z);
        mesh.userData = node;
        scene.add(mesh);
        nodeMeshes.push(mesh);
      });
    }

    function createEdges() {
      edgeLines.forEach(line => scene.remove(line));
      edgeLines = [];

      edges.forEach(edge => {
        const fromNode = nodes.find(n => n.id === edge.from);
        const toNode = nodes.find(n => n.id === edge.to);
        if (!fromNode || !toNode) return;

        const geometry = new THREE.BufferGeometry().setFromPoints([
          new THREE.Vector3(fromNode.x, fromNode.y, fromNode.z),
          new THREE.Vector3(toNode.x, toNode.y, toNode.z)
        ]);
        const material = new THREE.LineBasicMaterial({
          color: selectedNode && (selectedNode.id === edge.from || selectedNode.id === edge.to) ? colors.highlight : colors.edge,
          linewidth: 2 + edge.weight * 0.5
        });
        const line = new THREE.Line(geometry, material);
        scene.add(line);
        edgeLines.push(line);
      });
    }

    function createArrows() {
      arrows.forEach(arrow => scene.remove(arrow));
      arrows = [];

      edges.forEach(edge => {
        const fromNode = nodes.find(n => n.id === edge.from);
        const toNode = nodes.find(n => n.id === edge.to);
        if (!fromNode || !toNode) return;

        const direction = new THREE.Vector3(toNode.x - fromNode.x, toNode.y - fromNode.y, toNode.z - fromNode.z).normalize();
        const arrowPos = new THREE.Vector3(
          fromNode.x + direction.x * (fromNode.type === 'primary' ? 1.5 : 1),
          fromNode.y + direction.y * (fromNode.type === 'primary' ? 1.5 : 1),
          fromNode.z + direction.z * (fromNode.type === 'primary' ? 1.5 : 1)
        );

        const geometry = new THREE.ConeGeometry(0.2, 0.5, 8);
        const material = new THREE.MeshPhongMaterial({ color: colors.edge });
        const arrow = new THREE.Mesh(geometry, material);
        arrow.position.copy(arrowPos);
        arrow.lookAt(toNode.x, toNode.y, toNode.z);
        arrow.rotateX(Math.PI / 2);
        scene.add(arrow);
        arrows.push(arrow);
      });
    }

    function onMouseMove(event) {
      const rect = renderer.domElement.getBoundingClientRect();
      mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
      mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;

      raycaster.setFromCamera(mouse, camera);
      const intersects = raycaster.intersectObjects(nodeMeshes);
      if (intersects.length > 0) {
        selectedNode = intersects[0].object.userData;
        console.log('Hovering:', selectedNode.label);
      } else {
        selectedNode = null;
      }
      updateHighlights();
    }

    function onMouseClick(event) {
      if (selectedNode) {
        console.log('Selected:', selectedNode.label);
        // Additional selection logic here
      }
    }

    function updateHighlights() {
      nodeMeshes.forEach(mesh => {
        if (mesh.userData === selectedNode) {
          mesh.material.emissive = colors.highlight.clone().multiplyScalar(0.3);
        } else {
          mesh.material.emissive = colors[mesh.userData.type].clone().multiplyScalar(0.1);
        }
      });
      createEdges(); // Refresh edges to show highlights
    }

    function animate() {
      requestAnimationFrame(animate);
      controls.update();
      renderer.render(scene, camera);
    }

    // Event listeners
    renderer.domElement.addEventListener('mousemove', onMouseMove);
    renderer.domElement.addEventListener('click', onMouseClick);

    // Controls
    document.getElementById('expand').addEventListener('click', () => {
      const jupiter = nodes.find(n => n.id === 'jupiter');
      if (jupiter) {
        for (let i = 0; i < 4; i++) {
          const id = `extra-${i}`;
          const angle = (Math.PI / 2) + (i * Math.PI / 3);
          const distance = 15;
          nodes.push({
            id,
            label: `Extended Route ${i + 1}`,
            type: 'token',
            layer: 3,
            x: jupiter.x + Math.cos(angle) * distance,
            y: jupiter.y + Math.sin(angle) * distance,
            z: jupiter.z + Math.random() * 5
          });
          edges.push({ from: 'jupiter', to: id, weight: 2 + Math.random() * 3 });
        }
        createNodes();
        createEdges();
        createArrows();
      }
    });

    document.getElementById('focus').addEventListener('click', () => {
      const jupiter = nodes.find(n => n.id === 'jupiter');
      if (jupiter) {
        camera.position.set(jupiter.x + 5, jupiter.y + 5, jupiter.z + 10);
        controls.target.set(jupiter.x, jupiter.y, jupiter.z);
        controls.update();
      }
    });

    document.getElementById('reset').addEventListener('click', () => {
      initGraph();
    });

    // Resize handler
    window.addEventListener('resize', () => {
      camera.aspect = window.innerWidth / window.innerHeight;
      camera.updateProjectionMatrix();
      renderer.setSize(document.getElementById('viewport').offsetWidth, 600);
    });

    // Initialize
    initGraph();
    animate();
  </script>
</body>
</html>

```

{% endcode %}

Copy and paste the above into notepad if on windows, and save as .html and open you will see a mock up if you wanted to start building your own.&#x20;
