As training in computer-generated environments becomes more prevalent and begins to overtake other forms as the primary method of training, more emphasis will be placed on interaction. Most simulators in use today allow limited types of interaction between participants, but virtually no interaction with the environment, which is usually a static database. In many instances interaction with the environment is not crucial to training effectiveness. A flight simulator, for example, does not require much interaction with the terrain or cultural features (buildings, roads, etc.) when the aircraft is at altitude. Other applications, however, require a dynamically changing environment since modification of the environment is a key component of the simulation. One such application is the Team Target Engagement Simulator (TTES).
The TTES is designed to train individual members of a reinforced rifle squad in the tactics of military operations in an urban environment. In the TTES, the trainee has a variety of weapons at his disposal and computing and visualizing the effects of the munitions on the buildings of the simulated environment is crucial to the training effectiveness of the TTES. We have developed and implemented a method of providing dynamic (damageable) buildings within the TTES. This paper discusses some of the requirements for simulating damageable building in the TTES, presents our system architecture and modeling procedure, and describes some of the strengths and limitations of our approach.