Shooting simulator

This was a challenging project and, for its development, Deitres suggested running it in five stages. Each stage consisted of a product that could be delivered and commercialized separately. Nevertheless, the partial development of the project contemplated the final product.

The product is a shooting simulator. Its objective is to instruct and train security forces.

The project was initially characterized by the realism and accuracy of situations. The purpose of the project determined the characteristics of the equipment and usefulness of the product, very similar to real weapons, designed to use high precision robotic and mechanical techniques. High speed picture processing tested the capacity of our team to coordinate mesh networking, geometry and infrared technology. The real impact of the pictures made use of tools such as Unity and 3D.


Launch calendar

5/2018 (estimated)

Development time

28 months (estimated)

HH software/firmware

12600 HH (estimated)

HH hardware

6200 HH (estimated)

Launch calendar


Development time

10 months

HH software/firmware

4300 HH

HH hardware

3500 HH

Development details

Stage 1 achieved the simultaneous identification and traceability of four weapons in one screen. This stage involves training with fixed targets where the precision of the shooters is tested. The software developed sends a report of each session, showing the targets, shooting intervals, punctuation and traceability- one second before the shooting and one second after the shooting. The information can be used for statistics and decision making, very important for security force training.
Model Glock 9mm was copied for virtual simulation. Adaptation of the copies includes shooting detection, chamber, trigger lock and fault simulation in main chamber.

Stage 2 focused on the creation of exercises/sessions which could be modified according to some variables: background, cyclic target and sequence. Programmers used unity tools and added exercises to train grid movement to evaluate and test shooter’s reaction and precision.

Stage 3 aimed at the graphic integration of targets in videos and 2D Game Engines. Graphic integration is useful to accomplish a level of realism, higher to the ones accomplished during explicit training in shooting ranges. In order to achieve a better simulation impact, we incorporated hardware development in gun chambers. Trainees can face extreme situations where the time to reload weapons is limited, crucial to survive in the simulation. When the chambers are used, it is possible to determine the available ammunition and request equipment change, replacement and care.

Stage 4 designed and developed new video exercises to interact with the instructor in real time. In that way, human decisions are included into the solutions of the exercises; trainers can adapt the exercises to develop skills in security forces. There are 4D exercises where the trainee reacts to extra stimulus apart from those showed in the screen. For example, the trainee receives small electric shocks, simulating a shoot.

Stage 5 included the development of exercises for the user. We’ve incorporated synchronized videos with the possibility of adding different solutions to the same situation. The performance of the user impacts on the simulation. We also develop new weapons and other equipment to adapt the simulation and the level of the final product.