MRTS 3D & MRTS SDK
Multipurpose Reconfigurable Training System – 3D
Developed for the United States Navy
Overview
At ProActive Technologies, I worked on MRTS 3D trainers and served as a core contributor to the MRTS SDK, the shared runtime platform used to build distributed, real-time 3D training systems for the United States Navy.
MRTS trainers operated in networked peer-to-peer environments and required deterministic synchronization, efficient bandwidth usage, and reliable real-time interaction across multiple participants. The SDK provided the foundational runtime supporting message ordering, distributed state management, and record/playback capabilities across multiple trainer configurations.
My work focused on distributed simulation architecture and platform evolution, ensuring the SDK could support both new trainer development and the migration of legacy systems.
My Role & Ownership
I was a core contributor to the MRTS SDK and became the team member with the most comprehensive architectural knowledge of the platform.
My responsibilities included:
Designing and implementing the SDK’s networking layer
Defining the messaging policy to ensure ordered, deterministic state processing
Introducing delta-based frame batching to significantly reduce bandwidth usage
Enabling deterministic record and playback through frame-level delta tracking
Leading upgrades to MRTS trainers built on the SDK
In addition, I converted trainers that were originally built outside the SDK framework to use the MRTS SDK. This consolidation reduced architectural fragmentation, standardized networking behavior, and aligned distributed synchronization models across products.
Beyond direct implementation, I was frequently deployed on cross-team “tiger team” efforts to stabilize trainers, resolve architectural challenges, and assist teams in completing releases. I also trained external companies on effective SDK usage and design patterns.
Reliability & Operational Considerations
MRTS trainers were deployed in distributed training environments where synchronization errors would invalidate training outcomes.
The SDK architecture emphasized:
Peer-to-peer topology with authoritative host message ordering
Deterministic state propagation across peers
Frame-based delta batching aligned with constrained real-time 3D update cycles
Bandwidth-aware messaging strategies
Synchronization, determinism, and replay fidelity were treated as foundational system properties rather than secondary concerns.
Case Studies
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MRTS SDK Network Layer
Designed the deterministic distributed simulation layer for the MRTS SDK, establishing authoritative ordering, delta-based state propagation, and replay fidelity across networked trainers.
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Migrating a Pre-SDK Trainer
Migrated a pre-SDK trainer from client/server to peer-to-peer by identifying and modifying a single architectural seam, preserving full trainer functionality while aligning to platform standards.
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Cross-Organization Platform Enablement
Enabled an external development team to build on the MRTS SDK by transferring distributed simulation architecture knowledge under government contract constraints.