Stream the grid digital twin to every engine.

The same in-process server that drives ArcGIS Pro and QGIS speaks the protocols Cesium, Unreal, Unity, and Godot expect — quantized-mesh terrain, WMTS, TMS XML, and LERC elevation. Stream service-territory terrain, imagery, and 3D Tiles into training simulators and planning environments: one desktop on the LAN feeds an entire cluster, with no Cesium ion credits and no ArcGIS Online egress.

Cesium (all engines)ArcGIS Maps SDK Unreal/UnityGodot 4 Quantized-mesh terrainWMTS 1.0.0TMS XMLLERC elevation
Built for the disconnected OT network

No ion. No Online. No egress.

Utility training simulators and OT-side planning environments often can't reach the public internet — and shouldn't depend on per-credit terrain services even when they can. The game-engine server takes the DEM, imagery, and 3D Tiles you'd otherwise upload to Cesium ion or ArcGIS Online and serves them directly from one workstation to every engine client on the LAN.

  • One desktop, many engines — Cesium for Unreal, Unity, and Godot, ArcGIS Maps SDK for Unreal/Unity, and Godot's HTTP client all consume the same endpoints.
  • Same data, every dialect — a single registered DEM is simultaneously served as quantized-mesh, heightmap PNG, and LERC, so each engine gets the format it expects.
  • No accounts, no credits — replace Cesium ion + ArcGIS Online bills for N simulation seats with one desktop on the network.
  • Works air-gapped — inherits the platform's LAN-only default. No outbound calls, ever.
http://10.0.4.12:5059
// one desktop → every engine on the simulation LAN
GET /tms/                       → Cesium raster overlay
GET /api/terrain/{id}/layer.json → Cesium terrain
GET /api/terrain/{id}/{z}/{x}/{y}.terrain
GET /wmts                       → ArcGIS Maps SDK
GET /arcgis/rest/services/{id}/ElevationServer
GET /api/game/assets.json       → Godot catalog

● serving  on 10.0.4.12:5059  · air-gapped
In-App Screenshot

3D GeoViewer & Terrain Streaming

VoltGrid desktop — 3D GeoViewer web viewer in default state
3D GeoViewer web client child window shown in default state ready for 3D scene layers, OGC 3D Tiles, and elevation terrain
Per-engine entry points

One server, every engine's native URL

No engine plugin or custom loader required — point each engine's stock provider at the right URL and it just loads.

🛰️

Cesium (all engines)

CesiumTileMapServiceRasterOverlay + CesiumTerrainProvider against /tms/ and /api/terrain/{id}/layer.json. Works in CesiumJS, Cesium for Unreal, Unity, and Godot.

🎮

ArcGIS Maps SDK Unreal/Unity

ArcGISWebTiledLayer against /wmts, ArcGISImageTiledLayer against the ImageServer REST facade, and ArcGISTiledElevationSource against the LERC ElevationServer.

🕹️

Godot 4

One HTTPRequest to /api/game/assets.json returns every layer with ready-to-use URL templates. Heightmap PNG tiles drop straight into HeightMapShape3D.

🌐

Any HTTP client

Unity's UnityWebRequest, Unreal's HTTP module, custom WebGL viewers — the JSON catalog gives every client one endpoint to discover everything.

🎥

Shared camera & telemetry

ArcGIS StreamServer WebSocket + camera-sync SSE let a Cesium client and a Godot client share a view, or feed live entity positions into the simulation.

🔑

API-key LAN gating

Loopback is always open. Off-machine clients add ?apikey= — same model as the rest of the LocalMapServer.

Terrain pipeline

Upload a DEM, serve every format

The on-demand resampler projects and bilinearly re-samples your DEM into Web Mercator tiles, then encodes on first request and caches in SQLite. Subsequent hits are lookups.

📥

Accepted DEM sources

  • GeoTIFF / Cloud Optimized GeoTIFF (via GDAL)
  • DTED 0 / 1 / 2 (NIMA / MIL-SPEC elevation standard)
  • SRTM .hgt (pure C# reader, void-filled)
  • ESRI FLT / ASC binary & ASCII grids
📤

Encoded on demand

  • Quantized-mesh (.terrain) — Cesium-native, pure-C# encoder
  • 16-bit heightmap PNG — Godot / Unreal landscape / ArcGIS
  • LERC v2 — ArcGIS ArcGISTiledElevationSource
  • layer.json — Cesium terrain provider entry doc

LERC tiles in v1 are uncompressed-floats-in-LERC-framing (valid bytes, full fidelity, compression coming in v2). Quantized-mesh skirts and availability metadata tree are scheduled for v2.

Stop paying per simulation seat.

Drop one desktop on the training LAN, register your service territory's DEMs and tile packages, and every engine on the cluster draws the same air-gapped digital twin — from storm-response rehearsal to line-siting walkthroughs.