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

Contact

Missile Experts Group, LLC · CAGE 138W7 · jonathan@missileexperts.com · (928) 241-4874