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<p>Distributed  three  dimensional  combat  simulation  systems  such  as  the  Naval  Postgraduate  School's  NPSNET  project  lack  many  of  the  characteristic  effects  of  the  live  battlefield.  This  deficiency  is  the  problem  we  sought  to  eliminate.  Our  approach  to  solving  this  absence  of  effects  was  to evaluate  previous  work  performed  in this  area  and  incorporate  o.spects  of  this  research  that  would  assist  in  creating  believable  effects  capable  of  running  in  real-time.  This  thesis  focuses  on  simulating  three  elements  of  these  war  zones  -realistic  clouds  both  from  an  internal  and  external  viewpoint  which  move  due  to  gridded  wind  vectors,  incorporation  of  a recording  and  transmission  process  for  dynamic  terrain  effects  through  the  implementation  of  the  Distributed  Interactive  Simulation  (DIS)  protocol's  recently  approved  Destructible  Entity  protocol  data  units  (PDUs),  and  physically-based  explosions.  The  result  of  this  research  is  a set  of  effects'  simulators  available  for  further  studying  of  and  experimenting  with  modifications  to  these  implementations. These  programs  also  provide  users  with  frame  rate  feedback  regarding  their  modifications  to  the  effects.  Furthermore,  the  cloud  implementations  and  explosive  effects  are  too  computationally  expensive  to  be  incorporated  within  complex  simulators  such  as  NPSNET.
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<br>Subjects: NA</div>
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Watt, Anne E.</div>
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