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MAK Legion   

Scalability & Interoperability Framework

MAK Legion achieves unprecedented performance and scale

 

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MAK Legion: Scalability & Ingteroperability Framework

Scalability into the millions of entities!

Legion is a scalability and interoperability ingteroperability framework for exchanging information, exchanging state and interactions between different simulation applications - between virtual simulators, constructive simulations, and other tools that go into a simulation system.

Legion is composed of

  • Legion Data Store Library – to enable optimized multi-threaded simulation applications
  • Legion Network Library – to efficiently pass updates and events between applications
  • Legion Entity Server – to maintain and serve authoritative state based on client interest

Proven Scalability and Flexibility

  • 3.8-million cloud-hosted entities demonstrated for the US Army Synthetic Training Environment
  • Initial integrations with VR-Forces, VR-Vantage, VBS4, Unreal, Unity, OneSAF proven before launch
  • Designed for both cloud and local deployment on multiple platforms

Designed for Distributed Simulation: Use Cases

  • BRIGADE-LEVEL EXERCISES — MEGA CITIES — MODELING GLOBAL AIR TRAFFIC
  • THEATER LEVEL WARGAMES — PATTERN OF LIFE TO FILL YOUR SIMULATIONS WITH CIVILIAN ACTIVITY
Legion 1
Legion 2
Legion 3

Key Features

1. Thread-safe Data Store

  • Enables applications to simulate, read, and write many entities in parallel – taking full advantage of available hardware

2. Data-Oriented Design

  • Highly-optimized run-time data storage - in contiguous memory for cache coherency
  • Object-oriented API layer provides ease-of-use

3. Data Remains in Single Consistent Format Throughout the System

  • Realistic, animated lifeforms with cultural diversity
  • Extensive library of high-quality air, land and maritime moving entity models
  • Dynamic structures; damage on buildings and bridges

4. Optimized Network Utilization

  • Thousands of entities bundled into a single large packet each frame
  • Entity Server sends only the data needed by each client, and only what’s changed

5. Relevance Filtering on the Server

  • Server’s Data Store spatially organized
  • Server filters against interest criteria

6. Spatial Organization & Ownership Transfer

  • Keeps entities spatially organized as they move through the virtual world

7. Optimized for Late Joiners

  • All clients get their updates from the server, so late joiners don’t burden every simulator to provide initial state

MAK Legion Capabilities

A Smart and Scalable Framework for Distributed Simulation

Legion Overview

Problem: Multi-threading Issues

Solution: Double-buffering

Legion Data Store Library

Legion Network Library

Legion Entity Server

Legion Interest Management

Key Optimizations

Architecture

Modular Design

MAK Plans for Legion and Scalability