SARA’s force-protection technologies employ a game engine and its own supporting software to develop environments, objects, characters, and behaviors for interactive first-person simulations in a prison environment.
The simulations use SARA’s Multi-Function Grenade and Jumping Multi-Ball Grenade in prison scenarios created in commercially available Half-Life and SARA’s supporting software.
The prison was built from the ground up and populated with guards and rioting prisoners.
The player takes the role of a guard who uses the less-lethal grenades to break up riots in various parts of the prison and regain control of the situation.
Prisoners are programmed to react in realistic ways to the grenades. Those prisoners and behaviors are now easily portable into other scenarios and applications.
Training with Interactive Simulation
- Technology demonstration
- Quick demonstration of how a new product or technology works or is expected to work
- Video and image captures of simulations for websites or other marketing materials
- Interactive presentations for interested customers
- Train users of new technology
- Quickly change between different scenarios during training
- Serves as operating instructions, owner's manual, etc.
- No need to develop the complicated underlying algorithms for the realistic 3-D display of objects, characters, and behaviors.
- Interactive simulations are a safe and effective means of demonstrating the applications of newer less lethal weapons and training soldiers and law enforcement officers in a variety of situations.
- Meets current visual and tactical standards.
- SARA’s product provides the tools to develop and play specific simulations at little or no cost.
- Time and energy can be focused on developing the objects specific to each scenario.
- Developing realistic character behaviors in response to specific stimuli allows the same character to be placed in many different scenarios with minimal changes.
- Changing scenarios is as simple as building a new map or world.
- Each scenario is interactive, and simulation differs with input of players.
- Eliminates extensive, scenario-specific training that can be impractical, expensive, or dangerous.