Military & Police Shooting Simulator Development
Budget: $2,500 – $15,000 USD
Shooting Simulator
Payment will be done by finished and delivered and test acceptance of the project parts listed bellow.
The budget for a gun tracking solution on part 01 is $2,500.00 USD
The budget for the creation of a virtual shooting range on part 02 is $1,000.00 USD
The budget for the creation of a military mission game play including the SDK tool box for mission creation and editing and a library of at least 1000 3d objects and at leas 10 different game play environments... being City, rural, jungle, a run down city sector on the Hills imitating a "Brazilian Favela" is a must. Please look at this link for an example of a Favela created for the Game Arma 3
https://www.youtube.com/watch?v=URnaVOefxPA
https://www.youtube.com/watch?v=w5Q5nXIaCX8
The constructions must be destructible by bombs, explosions, tank firing or artillery firing.
The vehicles can be blown up
Part 01
Develop a fully functional Military and Police shooting simulator. System is basically composed by a Projection screen (up to 5 screens), a video projector (numbered according to the number of screens selected), an accelerometer or an inertial tracking device or any other kind of device (suggestions are welcome) to be attached onto a replica or REAL Gun. This device shave a calibration routine and send each gun position coordinates in 3d space to the computer (where the gun barrel is pointing at in relation to the screen). The gun shot should be interpreted by the "Game simulator" as a mouse click, allowing the shooter holding the gun to point and shoot at the characters or objects on the screen in any position. This could be similar (In functionality) to those latest play station guns or Xbox. The idea is to use existing technology to detect the position of the gun in real world and transmit that position to the Game with a pixel level precision. Once that is achieved, we should be able to use that routine in any game that uses mouse click for shooting.
There must be the possibility to insert the name of each shooter in the session and after the exercise, the system must emit a shooting report containing.
Name of the shooter
Last name of the shooter
Shooters Rank
Shooters unit
Shooters picture
Picture of the target used with its respective shot holes
Indicate the sequential number of shots from the first to the last shot on the target
Total number of points made
Total number of shots
Number of shots missed
A table indicating all shooters in order of classification by points in the same session
Possibility of inserting a customized LOGO (PNG format or other) on the report
This report can be saved on a report file and also printed in a physical A4 paper on a printer.
All reports must be saved on a data bank and can be accessed by the customer, searched by shooters name at any time to review any or a group of shooters performance report.
Part 02
The second part is to develop our own shooting range with up to 12 shooting bays being indoor and outdoor allowing the creation and insertion of any kind of target, determining its point zones and behavior when hit (fall back, bullet holes, moving targets etc). We shall be able to distribute the shooting bays into equal groups per screen output making possible for a multi-screen output of up to 3 screens per computer. The operator shall be able to select any number of bays per shooting session (from 01 to 12 bays) as well as the location of the shooting range ( indoor or outdoor).
Shall be able to choose the time of day or night, as well as the weather conditions in case of outdoor range (rain, dust, snow, fog). The range distance should be from 01 to 70 meters when indoor and from 01 to 1500 meters when outdoor.
The shooting must be affected by ballistics according to the ammunition and gun used, as well as wind and weather conditions.
The user interface must be intuitive and friendly
There shall be a mobile app design that replicates the PC user interface onto an android tablet where the instructor can use the tablet to control the shooting session while addressing issues with his shooting students. This connection must be done without the need for internet (via local area network).
Part 03
The third step is being able to create animated missions with advancing enemy troops, tanks, vehicles etc. Have a ready to use drag and drop objects library and ready to use worlds (Urban, forest, rural, etc).
The scenarios must be of High Resolution and the movement and behavior of the characters must be very believable and close to reality without affecting FPS.
The quality of graphics must be very high,.. in the same level of the Cry Engine, Unreal 5 etc.
The system should be able to support up to 12 live players and the enemy should be Ai intelligent driven with preset objective but the path to get there should be done by Ai (the enemy should have some intelligence to make decisions so the mission outcome is not always predicted.
THE RIGHT CANDIDATE SHOULD BE ABLE TO PROVIDE THE FIRST STEP SOLUTION for detecting the gun position in space. The laser solution is only if we cannot find a provider capable to develop the first step (which is used on Game consoles and a few professional simulators such as https://www.guardiaris.com/trainers/small-arms-tactical-trainer
VISIT THE LINK ABOVE AND DO SOME RESEARCH ON MILITARY SHOOTING SIMULATORS TO UNDERSTAND THE REQUIREMENTS
The video interaction (Decision making, shoot/no shoot) module shall have an interactive video made with actors and with different ending (Branching). Depending on the student action, the system will call for different end. If the player hits the actor on the screen, the system calls the "Die" branching of the video.... if the player makes the actor surrender, the systems will call for the "surrender" branching etc etc. All those branching clips are filmed previously. the scenario editor should allow the customer to draw kill zones (polygons over the movie clip where the system will detect as hit and call for the appropriate branching). We recommend any candidate to search for police shooting simulator on youtube and see how it works. They are all the same way and this technology is over 30 years old so there should be no problem programming it.
The third module will have several short shooting games and challenges made with unity 3d or Unreal Engine 5
Scenario editor interface allows complete freedom for the fast creation of complex scenarios. Interactions can be pre-programmed or automatically controlled by AI, while environmental conditions can be changed at any point during the exercise. The solution must provide an SDK tool box so the customer can create missions using drag and drop objects from the library without the need for any coding.
see links
https://www.guardiaris.com/technology#tech
https://youtu.be/tQQnD2jeNwc
https://youtu.be/7dw_9-CbMpQ
https://youtu.be/ZGa54lub66o
The system must detect the gun position with pixel-level accuracy. The gun positioning utilize an inertial tracking system. The hardware interface for the gun positioning system is Wireless. The system uses automatic calibration method for seamless integration. The virtual shooting range should include realistic ballistics and customizable targets
The AI behavior include advanced decision-making capabilities to make the interaction more life-like and unpredictable. The shooting simulator should be developed using Unreal Engine 5 or Cry Engine to ensure high graphical fidelity and performance. The simulator should be developed to support Windows PC only. The gun positioning system will utilize an inertial tracking system for precise detection. The enemy AI will have dynamic path finding. sound effects. The environments and weather conditions in the scenarios should be highly detailed and realistic. The scenario editor should offer basic customization options for creating simple scenarios quickly.
Payment will be done by finished and delivered and test acceptance of the project parts listed bellow.
The budget for a gun tracking solution on part 01 is $2,500.00 USD
The budget for the creation of a virtual shooting range on part 02 is $1,000.00 USD
The budget for the creation of a military mission game play including the SDK tool box for mission creation and editing and a library of at least 1000 3d objects and at leas 10 different game play environments... being City, rural, jungle, a run down city sector on the Hills imitating a "Brazilian Favela" is a must. Please look at this link for an example of a Favela created for the Game Arma 3
https://www.youtube.com/watch?v=URnaVOefxPA
https://www.youtube.com/watch?v=w5Q5nXIaCX8
The constructions must be destructible by bombs, explosions, tank firing or artillery firing.
The vehicles can be blown up
Part 01
Develop a fully functional Military and Police shooting simulator. System is basically composed by a Projection screen (up to 5 screens), a video projector (numbered according to the number of screens selected), an accelerometer or an inertial tracking device or any other kind of device (suggestions are welcome) to be attached onto a replica or REAL Gun. This device shave a calibration routine and send each gun position coordinates in 3d space to the computer (where the gun barrel is pointing at in relation to the screen). The gun shot should be interpreted by the "Game simulator" as a mouse click, allowing the shooter holding the gun to point and shoot at the characters or objects on the screen in any position. This could be similar (In functionality) to those latest play station guns or Xbox. The idea is to use existing technology to detect the position of the gun in real world and transmit that position to the Game with a pixel level precision. Once that is achieved, we should be able to use that routine in any game that uses mouse click for shooting.
There must be the possibility to insert the name of each shooter in the session and after the exercise, the system must emit a shooting report containing.
Name of the shooter
Last name of the shooter
Shooters Rank
Shooters unit
Shooters picture
Picture of the target used with its respective shot holes
Indicate the sequential number of shots from the first to the last shot on the target
Total number of points made
Total number of shots
Number of shots missed
A table indicating all shooters in order of classification by points in the same session
Possibility of inserting a customized LOGO (PNG format or other) on the report
This report can be saved on a report file and also printed in a physical A4 paper on a printer.
All reports must be saved on a data bank and can be accessed by the customer, searched by shooters name at any time to review any or a group of shooters performance report.
Part 02
The second part is to develop our own shooting range with up to 12 shooting bays being indoor and outdoor allowing the creation and insertion of any kind of target, determining its point zones and behavior when hit (fall back, bullet holes, moving targets etc). We shall be able to distribute the shooting bays into equal groups per screen output making possible for a multi-screen output of up to 3 screens per computer. The operator shall be able to select any number of bays per shooting session (from 01 to 12 bays) as well as the location of the shooting range ( indoor or outdoor).
Shall be able to choose the time of day or night, as well as the weather conditions in case of outdoor range (rain, dust, snow, fog). The range distance should be from 01 to 70 meters when indoor and from 01 to 1500 meters when outdoor.
The shooting must be affected by ballistics according to the ammunition and gun used, as well as wind and weather conditions.
The user interface must be intuitive and friendly
There shall be a mobile app design that replicates the PC user interface onto an android tablet where the instructor can use the tablet to control the shooting session while addressing issues with his shooting students. This connection must be done without the need for internet (via local area network).
Part 03
The third step is being able to create animated missions with advancing enemy troops, tanks, vehicles etc. Have a ready to use drag and drop objects library and ready to use worlds (Urban, forest, rural, etc).
The scenarios must be of High Resolution and the movement and behavior of the characters must be very believable and close to reality without affecting FPS.
The quality of graphics must be very high,.. in the same level of the Cry Engine, Unreal 5 etc.
The system should be able to support up to 12 live players and the enemy should be Ai intelligent driven with preset objective but the path to get there should be done by Ai (the enemy should have some intelligence to make decisions so the mission outcome is not always predicted.
THE RIGHT CANDIDATE SHOULD BE ABLE TO PROVIDE THE FIRST STEP SOLUTION for detecting the gun position in space. The laser solution is only if we cannot find a provider capable to develop the first step (which is used on Game consoles and a few professional simulators such as https://www.guardiaris.com/trainers/small-arms-tactical-trainer
VISIT THE LINK ABOVE AND DO SOME RESEARCH ON MILITARY SHOOTING SIMULATORS TO UNDERSTAND THE REQUIREMENTS
The video interaction (Decision making, shoot/no shoot) module shall have an interactive video made with actors and with different ending (Branching). Depending on the student action, the system will call for different end. If the player hits the actor on the screen, the system calls the "Die" branching of the video.... if the player makes the actor surrender, the systems will call for the "surrender" branching etc etc. All those branching clips are filmed previously. the scenario editor should allow the customer to draw kill zones (polygons over the movie clip where the system will detect as hit and call for the appropriate branching). We recommend any candidate to search for police shooting simulator on youtube and see how it works. They are all the same way and this technology is over 30 years old so there should be no problem programming it.
The third module will have several short shooting games and challenges made with unity 3d or Unreal Engine 5
Scenario editor interface allows complete freedom for the fast creation of complex scenarios. Interactions can be pre-programmed or automatically controlled by AI, while environmental conditions can be changed at any point during the exercise. The solution must provide an SDK tool box so the customer can create missions using drag and drop objects from the library without the need for any coding.
see links
https://www.guardiaris.com/technology#tech
https://youtu.be/tQQnD2jeNwc
https://youtu.be/7dw_9-CbMpQ
https://youtu.be/ZGa54lub66o
The system must detect the gun position with pixel-level accuracy. The gun positioning utilize an inertial tracking system. The hardware interface for the gun positioning system is Wireless. The system uses automatic calibration method for seamless integration. The virtual shooting range should include realistic ballistics and customizable targets
The AI behavior include advanced decision-making capabilities to make the interaction more life-like and unpredictable. The shooting simulator should be developed using Unreal Engine 5 or Cry Engine to ensure high graphical fidelity and performance. The simulator should be developed to support Windows PC only. The gun positioning system will utilize an inertial tracking system for precise detection. The enemy AI will have dynamic path finding. sound effects. The environments and weather conditions in the scenarios should be highly detailed and realistic. The scenario editor should offer basic customization options for creating simple scenarios quickly.