As a true simulation framework, FLAMES® programs do not contain any software that simulates the behavior of real-world systems. All such software resides outside of FLAMES programs in component classes that you or others develop. Component classes are stored in component plugin libraries (or, “plugins” for short) that are loaded dynamically by the FLAMES Engine applications when they start. By using FLAMES with the proper set of plugins, you can simulate almost any system in almost any scenario imaginable.
The FLAMES Developer includes the tools, include files, and software libraries you need to develop component classes that simulate the behavior of real-world systems or that extend the functionality of the FLAMES Engine.
FLAMES Developer
The FLAMES Developer includes the tools you need to develop plugins for FLAMES that can simulate almost any system in almost any scenario imaginable.
What You Can Do with the FLAMES Developer:
Modify Components – Modify any of the components that are contained in the content available in the FLAMES Store.
Add Models – Add new component classes for platforms, sensors, weapons, human behavior, communication devices, and any other type of model supported by FLAMES
Customize Views – Customize the 2D and 3D views of FORGE™ and FLASH™, add and modify view overlays, customize the view preference settings, or add totally new viewing windows
Record Data – Add new data recorders to record the specific data that you need to support your analysis
Develop Custom Services – Develop custom services to extend the infrastructure of FLAMES in any way you desire
Create Plugins – Place your custom software in FLAMES component plugins that are recognized and loaded by FLAMES applications automatically
What’s Included
Primary Classes – A large set of primary classes from which any type of component class can be derived and developed. These provide a wealth of functionality to custom FLAMES components with little or no software development required, including parameter graphical user interface generation and management; storing and retrieving parameter values in the FLAMES Scenario Database; object creation, management, and destruction; player composition; and execution control
Library – A large object library with hundreds of functions to simplify your component development, including functions for memory management, time management, data recording, terrain database queries, vector and matrix operations, random number generation, coordinate transformations, and much more
Include Files – Source code include files that declare FLAMES datatypes and function prototypes
Product Documentation – Abundant developer documentation including reference material, examples, and tutorials
Developer Tools – Tools to assist in component development
Abundant Source Code – The source code to all of the content in the FLAMES Store is available in the FLAMES GitHub repositories
Licensing
Annual subscription licenses to the FLAMES Developer are available at no cost and can be installed on as many computers as you desire. Equip your entire software development team with the tools they need to create the simulations that you want.
Trial versions of the FLAMES Engine and all of the FLAMES Options are included with the FLAMES Developer. These trial versions are fully functional, but they have limited capacity, and they may be used only for development and evaluation purposes. To unlock the full capacity, you must purchase an unrestricted license.
Custom component plugins developed using the FLAMES Developer can be distributed for free and used on any computer on which the FLAMES Engine is properly licensed.