The Defense training and simulation industry is in the process of a massive paradigm switch from site-based trainers, to embedded training that is part of the operational systems used by the war fighter. This paradigm switch poses numerous technology challenges. One of the most difficult is embedding simulation on the Dismounted Soldier. To investigate and demonstrate possible alternatives, the Research, Development and Engineering Command's (RDECOM) Simulation and Training Technology Center (STTC) has developed several prototypes such as the Virtual Warrior System that provide a fully immersive, man wearable, virtual simulation capability. The focus of these systems is deployable training and mission rehearsal. They are dependent on proven military training simulation components such as computer-generated forces, image generators and terrain databases. However, in recent years commercial gaming technologies have emerged as an attractive alternative to traditional simulations for military training. Game engines are at the forefront of graphical advances and have the ability to rapidly respond to changing training needs.
This paper discusses the findings of a trade study conducted to determine the most attractive gaming engine alternatives for embedded Soldier simulation. This study also considered low cost approaches to dismounted training such as a desktop or hand held first-person shooter environment. These low cost approaches are being investigated as alternatives to the more complex and costly fully immersive systems. The trade study assumed that game engines would allow scalability between the fully immersed and low cost approaches. In addition to presenting the results of the trade study, the paper identifies and discusses evaluation criteria such as interoperability with current database formats and simulation protocols such as Distributed Interactive Simulation (DIS) and the High Level Architecture (HLA), debrief and After Action Review (AAR) support comparable to current systems, use of physics-based models, realistic urban terrains and character animations. Costs and open source considerations are also discussed.