{"title":"分布式交互仿真(DIS)杀伤力通信服务器","authors":"G. C. Sauerborn","doi":"10.1109/DISRTA.1998.694569","DOIUrl":null,"url":null,"abstract":"A new approach to handling battle simulation lethality is presented. In this approach, a single server provides standard DIS damage states to entities fast enough for most real-time applications. Benefits include freeing DIS simulations from the burden of maintaining damage state tables, lower DIS pre-exercise preparation and easier scenario configuration as a whole. These benefits are realized primarily because efforts to prepare and maintain the vulnerability data pertaining to the exercise are not duplicated.","PeriodicalId":302740,"journal":{"name":"Proceedings. 2nd International Workshop on Distributed Interactive Simulation and Real-Time Applications (Cat. No.98EX191)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1998-07-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"The distributed interactive simulation (DIS) lethality communication server\",\"authors\":\"G. C. Sauerborn\",\"doi\":\"10.1109/DISRTA.1998.694569\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"A new approach to handling battle simulation lethality is presented. In this approach, a single server provides standard DIS damage states to entities fast enough for most real-time applications. Benefits include freeing DIS simulations from the burden of maintaining damage state tables, lower DIS pre-exercise preparation and easier scenario configuration as a whole. These benefits are realized primarily because efforts to prepare and maintain the vulnerability data pertaining to the exercise are not duplicated.\",\"PeriodicalId\":302740,\"journal\":{\"name\":\"Proceedings. 2nd International Workshop on Distributed Interactive Simulation and Real-Time Applications (Cat. No.98EX191)\",\"volume\":\"21 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1998-07-19\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings. 2nd International Workshop on Distributed Interactive Simulation and Real-Time Applications (Cat. No.98EX191)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/DISRTA.1998.694569\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings. 2nd International Workshop on Distributed Interactive Simulation and Real-Time Applications (Cat. No.98EX191)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/DISRTA.1998.694569","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
The distributed interactive simulation (DIS) lethality communication server
A new approach to handling battle simulation lethality is presented. In this approach, a single server provides standard DIS damage states to entities fast enough for most real-time applications. Benefits include freeing DIS simulations from the burden of maintaining damage state tables, lower DIS pre-exercise preparation and easier scenario configuration as a whole. These benefits are realized primarily because efforts to prepare and maintain the vulnerability data pertaining to the exercise are not duplicated.