Physical based toolkit for real-time distributed virtual world

This thesis addresses three deficiencies in the NPSNET simulated world. First, although a full set of algorithms have been defined for Dead Reckoning (DR) entities in a distributed simulation, NPSNET only implements a few simple linear algorithms. Second, NPSNET lacks a set of physically-based model...

Full description

Bibliographic Details
Main Author: Ong, Henry Tong.
Other Authors: David R. Pratt
Language:en_US
Published: Monterey, California. Naval Postgraduate School 2013
Online Access:http://hdl.handle.net/10945/35178
id ndltd-nps.edu-oai-calhoun.nps.edu-10945-35178
record_format oai_dc
spelling ndltd-nps.edu-oai-calhoun.nps.edu-10945-351782014-11-27T16:18:59Z Physical based toolkit for real-time distributed virtual world Ong, Henry Tong. David R. Pratt John S. Falby. Computer Science This thesis addresses three deficiencies in the NPSNET simulated world. First, although a full set of algorithms have been defined for Dead Reckoning (DR) entities in a distributed simulation, NPSNET only implements a few simple linear algorithms. Second, NPSNET lacks a set of physically-based models for munition trajectories having, currently, only algorithms for the bullet and bomb. Third, NPSNET lacks physically-based models for engine power curves using, instead, a simple linear approximation. The pmpose of this thesis work is to implement an object-oriented programming toolkit which corrects these deficiencies. The code, in C++, utilizes class hierarchies. The toolkit implements the nine class hierarchies of DR algorithms described by the Advanced Research Projects Agency for the Distributed Interactive Simulation standard. The toolkit also provides treatment of a physically-based class hierarchy for munitions trajectories. In addition, a physically-based, mathematical model for the engines class was implemented. As a result, a set of DR algorithms have been built to predict the position of simulated entities in all cases. The munitions class implements trajectories for a variety of projectiles. With this arsenal, future versions of NPSNET will be more realistic. The engine class, with new mathematical models, far more realistically represents engine behaviors than the current linear approximation. In summation, the implementation of this toolkit dovetails very well with the needs of NPSNET, and will be integrated into future releases. 2013-08-13T22:06:56Z 2013-08-13T22:06:56Z 1995-09 Thesis http://hdl.handle.net/10945/35178 en_US This publication is a work of the U.S. Government as defined in Title 17, United States Code, Section 101. As such, it is in the public domain, and under the provisions of Title 17, United States Code, Section 105, it may not be copyrighted. Monterey, California. Naval Postgraduate School
collection NDLTD
language en_US
sources NDLTD
description This thesis addresses three deficiencies in the NPSNET simulated world. First, although a full set of algorithms have been defined for Dead Reckoning (DR) entities in a distributed simulation, NPSNET only implements a few simple linear algorithms. Second, NPSNET lacks a set of physically-based models for munition trajectories having, currently, only algorithms for the bullet and bomb. Third, NPSNET lacks physically-based models for engine power curves using, instead, a simple linear approximation. The pmpose of this thesis work is to implement an object-oriented programming toolkit which corrects these deficiencies. The code, in C++, utilizes class hierarchies. The toolkit implements the nine class hierarchies of DR algorithms described by the Advanced Research Projects Agency for the Distributed Interactive Simulation standard. The toolkit also provides treatment of a physically-based class hierarchy for munitions trajectories. In addition, a physically-based, mathematical model for the engines class was implemented. As a result, a set of DR algorithms have been built to predict the position of simulated entities in all cases. The munitions class implements trajectories for a variety of projectiles. With this arsenal, future versions of NPSNET will be more realistic. The engine class, with new mathematical models, far more realistically represents engine behaviors than the current linear approximation. In summation, the implementation of this toolkit dovetails very well with the needs of NPSNET, and will be integrated into future releases.
author2 David R. Pratt
author_facet David R. Pratt
Ong, Henry Tong.
author Ong, Henry Tong.
spellingShingle Ong, Henry Tong.
Physical based toolkit for real-time distributed virtual world
author_sort Ong, Henry Tong.
title Physical based toolkit for real-time distributed virtual world
title_short Physical based toolkit for real-time distributed virtual world
title_full Physical based toolkit for real-time distributed virtual world
title_fullStr Physical based toolkit for real-time distributed virtual world
title_full_unstemmed Physical based toolkit for real-time distributed virtual world
title_sort physical based toolkit for real-time distributed virtual world
publisher Monterey, California. Naval Postgraduate School
publishDate 2013
url http://hdl.handle.net/10945/35178
work_keys_str_mv AT onghenrytong physicalbasedtoolkitforrealtimedistributedvirtualworld
_version_ 1716725468092170240