HLA is a framework for distributed simulation systems 
  developed by the U.S. Defense Modeling and Simulation Office (DMSO). HLA attempts 
  to provide a very generic environment that any virtual object can attach to 
  in order to participate in a simulation. It is a very well-thought architecture 
  that defines standard services and interfaces to be used by all participants 
  in order to support efficient information exchange. HLA is adopted as the facility 
  for Distributed Simulation Systems 1.0 by the Object Management Group (OMG) 
  and is now in the process of becoming an open standard through the IEEE.
  HLA's Runtime Infrastructure (RTI) is a set of software components that implement 
  the services specifies by HLA. Today, a few RTI implementations for different 
  platforms are available. 
If you want to learn HLA... http://www.ecst.csuchico.edu/~hla/courses.html
  DIS / HLA - military standards tailored to the requirements of simulation and 
  war games. DIS is an
  efficient, if inflexible, protocol for medium scale simulation. The imaginatively 
  named Higher Level
  Architecture (HLA) is the spiritual successor to DIS, although it focuses more 
  closely on the
  problems of arranging very large-scale simulations rather than the run-time 
  distribution of data.
  HLA remains a hot topic in defence circles. Limitations of the specification 
  provide great
  opportunities for the lab, with the prospect of serious defence dollars on offer 
  for a full simulation
  infrastructure
  Adam Martin wrote:
  > From: "Lee Sheldon" <linearno@gte.net>
  >> Ann Arbor, MI - October 2, 2001 - Cybernet Systems, an Ann
  >> Arbor-based research and development firm, today announced the
  >> availability of a new massive multi-player networking
  >> architecture that enables developers to create online games in
  >> which tens of thousands of players can simultaneously interact
  >> in the same environment.
  >> www.openskies.net/news/networkrelease.shtml
  >> Anybody have any thoughts about this?
  
  > Having read all their stuff, and looked at the technology, I'd say
  > its not as interesting as they make it sound; my impression from
  > what they are saying publicly is that they are merely rehashing
  > some pretty old ideas from wide area network multimedia stream
  > distribution, wrapping it up as "applicable to MMOGs" and trying
  > to patent it. Will check out the patent when we can (they are
  > potential competition to our work) but based on their "white
  > paper" I'm rather disappointed by the disparity between the
  > marketing hype and the reality.
  They're one of a couple players in the field currently. Each of the
  current products is taking a somewhat different approach, both in
  technological details and the business model behind the company.
  The above summary of Open Skies leaves out much of their history and
  grounding in solid research and implementations. Open Skies bases
  their product on HLA, the Department of Defense standard "High Level
  Architecture" which was the successor to the older DIS
  standards. Cybernet has been working in that field for years, so I'd
  doubt that that part of their product is new or totally unproven.
  (That's not something that I'd expect to be true for some of the
  other products in the field.)
  A good starting point for information on HLA itself is at
  http://www.dmso.mil/hla
  The High Level Architecture (HLA) is a general purpose
  architecture for simulation reuse and interoperability. The
  HLA was developed under the leadership of the Defense Modeling
  and Simulation Office (DMSO) to support reuse and
  interoperability across the large numbers of different types of
  simulations developed and maintained by the DoD. The HLA
  Baseline Definition was completed on August 21, 1996.
  Now, as Adam described, in addition to that, they're also pitching
  their distributed caching/etc system.
  In their favor, they also have a lot more public documentation than
  some, possibly all, of their competitors. Also, if more people were
  to be following the HLA standards, it might be interesting to see to
  what extent interoperability among the products (at the source level
  if nothing else) might be possible or useful.
  They don't appear to have a lot of direct game systems or anything
  at that level pre-built and part of their package. They seem to
  currently be focusing their product offerings at the lower levels,
  with promises of more to come later and sample code that does some
  of the game system type things. So it isn't something that
  currently appears to be aiming at the same type of market as the
  MMORPG Construction Kit. :)
  Their licensing isn't very clear to me (without contacting them).
  Some of their distributed caching/server technology appears at least 
  superficially to be similar to TerraPlay:
  http://www.terraplay.com/.
  Overall, I think there's a good bit of interesting fodder for
  MUD-Dev discussion in their technology, if there's interest in that
  sort of thing on the list. (I don't think HLA has ever really been
  discussed on list? Or really any of the practical models for
  scaling that are currently seeing commercial application.)
  - Bruce