Welcome to the MAK ONE Spring 2022 Release

The software platform for modeling & simulating whole-world multi-domain synthetic environments — The simulation platform that can simulate entities and interactions in any warfighting domain, in scales from individual training up to multi-domain operations — The platform that presents a stunningly realistic digital twin of your operational environment — The flexible platform that can be operated by end-users, configured by modelers, and extended by software developers. 


MAK ONE 2022 includes updates to these specific MAK ONE products

Applications used as common components to build simulation & experimentation systems 

VR-Forces 5.0 — Multi-Domain Computer Generated Forces
VR-Engage 2.0
— Multi-role Virtual Simulator
VR-Vantage 3.0
— Image Generation & Battlefield Visualization
SensorFx 3.0
— EO, IR, and NVG Imaging Sensors
RadarFx 2.0
— Synthetic Aperture Radar Simulation

Infrastructure to build applications and to connect systems into distributed simulation networks

VR-Link 5.8 – HLA & DIS Simulation Networking
– HLA Run Time Infrastructure
MAK Legion 1.1
– Scaling & Interoperability Framework
VR-Exchange 2.8
– Protocol Translation and Bridging
WebLVC 1.7
– Web Connectivity
MAK Data Logger 5.10
– Simulation Recording & Replay
VR-TheWorld 3.13
– Streaming Terrain Server
DI-Guy SDK 13.6
– Realistic Human Characters SDK

In the coming weeks we will be releasing the individual MAK ONE products. Sign up to receive release announcements and download links as they become available.


Sign Up for Release Announcement Emails


Multi-domain Operations

We are reminded of how important the MAK ONE Architecture is, as we continue supporting countries around the world who are interested in expanding their simulations into multi-domain operations that go beyond the boundaries of their stove-piped systems and game engines. MAK ONE is the only solution that includes a power multi-domain CGF, a Multi-Role Virtual Simulator, & Immersive 3D image generator and battlefield visualization built upon the same exact technology stack with API's at every level. 

Multi-domain operations are not new to MAK ONE. MAK ONE was designed from the beginning to support simulations of all types, anywhere on planet Earth. As simulation technology has grown and the needs of customers have expanded, MAK has focused on optimizing performance, increasing fidelity, and expanding the scale of multi-domain simulations. And because many of our customers bring their own unique capabilities and expertise to the simulations they make with MAK products, MAK ONE was designed to be flexible. Application Programming Interfaces (APIs) are available at all levels of the architecture giving customers the ability to customize and extend everything (GUIs, models, data formats, communication protocols, everything).

It is through this flexibility that MAK ONE has grown to satisfy the needs of so many types of simulations including units, platforms, weapon systems, and sensors, at both the entity and aggregate levels. It comes as no surprise that MAK ONE is the simulation platform of choice by governments and system integrators around the world as they join disparate simulations into common synthetic environments.


Focus on Simulation Scale

Achieving the necessary scale for Multi-Domain Operations requires a system level approach — addressing the network throughput, the simulation engines abilities, and the rendering engines technique and performance.

Network Performance

At MAK, we’ve refined the performance and pushed the boundaries of DIS and HLA to get the highest number of entities possible using these interoperability standards. Last year we developed Legion, a next generation scalability framework, to pave the way for simulations communicating about millions of entities.

For most applications, however, the network is not the limiting factor. Creating a compelling synthetic environment with the correct model fidelity, realistic geographic and environmental representations, with accurate entity behaviors is the limiting factor. So, this where we’ve been putting our energy.

Multi-Threaded Architecture

The most significant change in this release happens under the hood of VR-Forces, where we've used a double-buffering technique to enable multi-threading. Now, VR-Forces applications can use all the available processors in the machine to do the hard work of computing entity state updates and interactions.

Behavior Engine

Now that the network is optimized and we are getting maximum utilization from the processors, we need to simulate more entities. In the last release, we implemented a Behavior Engine and in this release we enhanced it so users can develop large and complex unit behaviors. Once made, and added to the scenario, a few mouse clicks can specify the existence and behavior of dozens of entities that follow the logic defined in the Behavior Tree. We developed, and included, several ground maneuvers to iron out the systems and now we're increasing the pace that we can add behavior of all types. We expect this to be a powerful feature for customers developing large and more complex synthetic environments.

First-Person Simulators

The other way to increase simulation scale is to add first-person simulators. To this end, we have simplified the VR-Engage configuration system to make it easier for customers to quickly connect devices, set up displays, and assign user roles to first-person experiences. 


Focus on User Experience

The biggest change you'll notice in MAK ONE applications is the new Dark Mode. This mode helps reduce eye strain and some people just like the more modern look better.  

We also streamlined the user experience to be more end-user focused by more clearly separating the options that are designed for the different classes of users. We restyled the icons and buttons to work well with the dark mode and we moved the tools needed for end-users to the front while keeping the more advanced features just one menu click away.

The MAK ONE is designed for users at all levels.

End-Users can:

  • Plan, prepare, execute & assess the actions and activities of hundreds or thousands of pre-defined computer-generated forces, in all war fighting domains.
  • Choose either aggregate or entity level simulation models.
  • Take first-person control and engage with the simulation in a myriad of roles: driver, gunner or commander of a ground vehicle, pilot of an airplane or helicopter, individual dismounted soldier, UAV sensor operator, and more.
  • Use visual displays to add informational graphics and change the display parameters to view the simulation activity for situational awareness or client demonstrations.
  • Connect to the simulation network and interoperate with others
  • Record the simulation activity and play it back for debrief, review, and analysis.
  • Choose from world-wide or local area terrain configurations

Modelers can:

  • Script complex AI behaviors for the computer generated forces.
  • Use the Simulation Object, Entity and Model Definition editors to configure the dynamics, systems, performance, and visual parameters of the thousands of pre-defined simulation entities.
  • Create new entities by altering only the discriminating characteristics of existing entities.
  • Build custom dynamics models using CM Labs’ Vortex editor or RTDynamics' RIME editor.
  • Use Lua configuration scripts to map to different UI devices and configure channels and display configurations
  • Configure new interface devices for first person control.
  • Configure gateways and bridges to other simulation systems.
  • Use the RTI Assistant to monitor HLA networks.
  • Add new geographic data and configure the real-time procedural terrain generation process

Developers can:

  • Use the APIs to override, extend, or add new simulation, visualization, and interface functionality to all of the engines and interfaces in the MAK ONE architecture.
Video description of the MAK ONE Architecture


Focus on Content

We have added so much new content that it would be impossible to list it all here. There are new particle systems to make effects look more realistic and more specific to the various platforms and weapon systems. We added hundreds of new models that are fully configured for the simulation engine and are all materially-classified for both visual and sensor rendering.  Many of the models have been enhanced with details that support close up immersive scenes such as rotating wheels, blades, treads. 

We added geographic data to VR-The World Server to increase the geo-specific detail in areas where our customers have expressed interest. One example is enhanced European bathymetry to support naval operations. We've added web mapping services (WMS) proxies to make a few public data sources available to VR-The World Server Online users. 

We made updates to our Simulation Model Sets to make more platform load-outs available to end-users. And we've updated our artillery model and overhauled our Air-to ground engagement model, to name a few.

Unified Data Directory

To help our customers who use multiple MAK ONE Applications, we have unified our data directory so that VR-Vantage 3.0, VR-Forces 5.0, and VR-Engage 2.0 will all be able to share a single install of the MAK data. This data can be installed on a network share, or once per machine, greatly reducing the space required for MAK ONE software on disk.


A Major Release with Minor Impact on Migration!

We know that upgrading to new versions of software can be tricky, depending on how much customization you've made to your existing software. With this release we've paid particular attention to making the upgrade path as minimal as possible.

End users will have very little impact. Scenarios developed in VR-Forces 4.10 are usable as is, and will be upgraded to version 5.0 just by saving them.

Modelers will notice the rearrangement of the VR-Forces menus but should easily find the advanced features they are used to using to make customizations.

Developers will find Migration sections in the Developers Guide where changes were made to the API.  Care has been made to make API changes straight forward, that is, with changes to syntax without introducing new semantics that alter the design of your plugins.

We hope that you will try out the new MAK ONE Simulation Applications and Infrastructure tools and as always, please share your questions and comments with the MAK team info@mak.com, or explore the support resources available at www.mak.com/support.


Copyright © 2022 MAK Technologies
If you do not wish to receive future email, click here.