Dead Eye Developer Documentation
Dead Eye is a C++17/Vulkan simulation engine developed by Missile Experts Group, LLC. This site documents its developer surface: the interfaces a third-party application uses to dock into the engine without access to its source code.
Interfaces
| Interface | What it is | Page |
|---|---|---|
| Plug-in SDK | C-ABI shared-library plug-ins. Two classes: mission applications (markers, HUD, tracks, shared key-value data) and vehicle dynamics (airframes, controllers). No C++ ABI or compiler lock-in. | Plug-in SDK |
| Scenario JSON | Vehicles, events, conditions, formations and wind for scripted scenarios. | Scenario schema |
| Vignette JSON | Ground and air collective-training vignettes: site, terrain, rounds, units, aircraft and timed cues. | Vignette configuration |
| Event stream | One JSON record per engagement event (lase, fire, impact, hit, kill, call for fire, …), published to subscribers and logged as JSONL for scoring and after-action review. | Event stream |
| Terrain | OGC 3D Tiles streaming and geospecific lidar DEM terrain. | Terrain and 3D Tiles |
| Models | FBX, OBJ, glTF and Blender import; encrypted asset packs. | Model import |
| Interoperability | Cursor-on-Target / TAK publish-subscribe and command-line launch modes. | Interoperability |
Platforms
| Platform | Graphics |
|---|---|
| macOS on Apple silicon | Vulkan on Metal via MoltenVK; hardware ray tracing through MoltenVK's experimental ray-query support |
| Linux and Windows with NVIDIA RTX | Vulkan; hardware ray tracing with NVIDIA OptiX |
| Any Vulkan GPU without ray-tracing hardware | Software compute ray tracer |
Rendering modes
- Raster (Phong): physically based raster pipeline with shadow maps.
- Hybrid: raster image plus ray-traced sun shadows (one ray per pixel, every frame), ray-traced reflections and one bounce of indirect light.
- Path trace: progressive path tracing for stills.
Contact
Missile Experts Group, LLC · CAGE 138W7 · jonathan@missileexperts.com · (928) 241-4874