“Train as you fight” requires a training environment that looks and feels like the real world. The quality of the information from the simulated scene should be close to the level-of-fidelity that the real world offers (day, night, degraded visual, etc.). multiSIM developed a plausible virtual world, named D-WORLD, that is based on real world sources, such as elevation data, OpenStreet maps data and aerial photography. D-WORLD is just as detailed on the ground as it is from the air.

D-WORLD renders a highly plausible world

We use D-WORLD ourselves, in the unique Desdemona motion simulator (www.thedesdemona.com) for mountain flying and spatial disorientation training missions. Another application is a study that investigated information processing and de-cluttering in complex battle scenarios involving ground-based vehicles such as the CV-90 tracked combat vehicle.

Most render engines used in simulation and training today offer a less detailed world at only 60 frames-per-second. D-WORLD is build on the latest game engine technology and is optimized to run at at least 90 frames-per-second, to ensure a smooth experience when using VR headsets. In addition, because D-WORLD is not based on a custom render engine, but is build with software that is becoming the standard in todays gaming industry. This ensures a product that is developed according to the latest software standards, and that can be maintained and extended by game-programmers around the world.

Many dynamic effects are modelled realistically in D-WORLD

Interaction of the assets in the simulation with the virtual world is based on accurate physical models. The dynamic effects in D-WORLD, such as wind, dust and reaction forces, interact with the dynamic entities that are simulated in D-ASSETS. A few examples of the physics modelling in D-WORLD are:

  • boundary layer modelling of wind over terrain, including demarcation lines
  • correct world interaction with sling loads
  • modelling of line-of-sight communication
  • dynamic interaction with different types of terrain, like brown-out/white-out conditions for helicopters
  • ballistics modelling of different types of ammunition