Immersive Firearm Training
Summary
The Armersive Immersive Firearm Training is a downloadable interactive PC game developed by the Program-Ace company for its long-term partner the Digimation company.
This shooting range project is the beginning of a new type of police training system. Other companies use live video for their simulators. The strategy here was to use computer graphics instead of video. This is a big change from the rest of the market.
Program-Ace developed a realistic interactive program that allows increasing the shooting skills in various conditions and situations.
Target Group
Military and civilian users who need marksmanship skills training or situation awareness training.
Goals
The goal to create high-end graphics able to compete with live video and even to surpass it in usability was successfully achieved.
The main technical and creative tasks set for the project team:
- Development of a universal virtual firearm framework that supports realistic graphic for any kind of environments or targets;
- Easy-to-adapt physical engine for emulating realistic characters movements;
- Development of a graphical 3D platform for high-end visualization using a special version of the Ace3D Engine, and compatibility with the majority of modern video cards.
Solution
The Armersive game has two System Options:-
Marksmanship Skill Training with 3 scenarios for your choice;
Scenario 1 — Marksman. The target spins around and the player has 15 seconds to place 6 shots in the target. After each round the target is moved back 5 yards until 5 rounds are completed.
Scenario 2 — Timed. The target spins around and the player has 3 seconds to place 3 bullets in the body and 2 bullets in the head of the target. After each round the target is moved back 5 yards until 5 rounds are completed.
Scenario 3 — Free Form. The player is able to manually select a target and position it wherever he likes. There is no limit to ammo or time.
Situation Awareness Training with 2 scenarios;
Scenario 1 — Marksman. The user is facing a dead end on a city street. There are a number of entry points that characters can appear; rooftops, fire escapes, doors, windows, and behind cars and barricades. There are two types of characters; bad guys (with weapons) and neutral (non-threat) characters. Bad guys and neutral guys will appear at random at the various points. A bad guy may fire at the player. A neutral guy may not. In some cases a bad guy and a neutral guy may appear together (like a hostage situation). Once the set number of bad guys is killed, the camera should move over to the 2nd waypoint to begin Scenario 2.
Scenario 2 — Decision. In this scenario the user is looking down an alley way with doors on either side. There are two types of characters; bad guys (with weapons) and neutral (non-threat) characters. In this scenario we need the player to make some fast decision. For example a character is walking up the alley toward the player and all of a sudden pulls a gun. We can then measure the time from when the gun (or knife) is pulled and the player takes him down. Other characters will walk up and down and not pull any weapon.- Our own graphical Ace3D engine producing a very realistic graphics
- PhysiX 2 engine assuring realistic characters movements
- Also for this project we have used an innovative Ragdoll-animation that emulates the correct physical motions of characters much better than a traditional animation.
Technologies
Two engines (graphical and physical) were used in this project:
Advantages
That way an ordinary firearm training was converted into an interesting and absorbing game, but at the same time remained an effective training tool allowing to train marksmanship and fast response skills in extremely realistic conditions.
Program-Ace
Tel: + 38 (057) 7 122 180
www.program-ace.com
www.3d-ace.com




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