Certificate No.: AS/NZ-028
LVC Game provides a number of services to the supported 3rd party products:
Inbound entity mapping: Inbound entities are those entities that exist in the external DIS/HLA “worlds” and are controlled by external systems there. Inbound entities can be mapped to any 3D object in the private world of the supported 3rd party product. For example, a DIS enumeration of “x x x x x x x” could be mapped to a 3D model of an American F-18 aircraft in VBS2. In that example, VBS2 would display its F-18 model according to the info retrieved by LVC Game from the “outside” worlds of DIS/HLA. Specifically, if the pilot in an external F-18 flight simulator were to turn on the afterburners and pull the aircraft into a vertical climb over St Louis’s airport, viewers in VBS2 in the simulated terrain area of St Louis’s airport would see overhead an F-18 with its afterburners on, climbing vertically.

LVC Game managing incoming entity enumerations
Outbound entity mapping: Outbound entities are those entities that are created in the private world of the supported 3rd party product and controlled by that supported product. Outbound entities can be mapped to any external DIS/HLA values. As a result, changes in position, speed, operational status, etc. in the “private world’s” models are broadcast to the external DIS/HLA worlds. In this way, external DIS/HLA programs like JSAF or OneSAF are kept up to date with the latest info about entities controlled by the LVC Game supported product.

LVC Game managing outgoing entity enumerations
Dead Reckoning: Dead Reckoning (DR) is the mathematical computation of the next likely position of a moving object based on its last known position and velocity. Dead Reckoning is commonly required in simulation networks to display smooth movements while minimizing network loading. LVC Game performs DR calculations as a service to its supported products and supports all standard DR algorithms. LVC Game performs the specified calculations to generate new positions for each incoming entity between network updates. LVC Game also determines when to send a network update for outgoing entities based on the users choice of DR algorithm and configurable thresholds.

Dead Reckoning by LVC Game
Geographic coordinate transformations: LVC Game transforms spatial coordinates between the external DIS/HLA worlds and the “private world” of the supported product. For example, many serious games products operate within small to medium sized terrain spaces, some as small as a few city blocks in area, others perhaps several square kilometers in area, and others perhaps many dozen square kilometers in area. At these smaller scales, the curvature of the Earth is not significant and can generally be ignored. As a result, many game-technology products do not consider the curvature of the Earth. Larger simulations, especially those that can operate on a global scale, must consider the terrain as a highly accurate representation of our real Earth. LVC Game manages this divide by interfacing with the supported 3rd party product in its native spatial coordinate system yet simultaneously communicating with external DIS/HLA entities using “Round Earth” spatial coordinate systems.
Activity logging: LVC Game records significant network and “in game” activity into a Log file. The user controls the level of detail (granularity) of information written into the Log file, ranging from minimal info to very detailed activity recording. The information in this Log file … a text file … can be very handy when troubleshooting distributed simulations with many complex parts and interactions.