Computer Generated Forces


  • ​Computer Generated Forces (CGF) & Pattern of Life (PoL), visual and physics modeling, design, integration, and testing.

  • OneSAF and JLCCTC program management, design, integration (i.e. ERC, MCS) and extension development.

  • Terrain database (SE Core and other formats) integration and testing with constructive simulations.

  • PoL urban simulation (Vulgus) to include crowd and traffic modeling and effects.


Staff Training

Provides a credible complex battlespace in support of Multi-Domain Operations training and analysis

Support HITL

Provides an immersive environment for the trainee to promote task training in the proper context

Multi-Level Resolution

Allows for a balance between fidelity and computational resources to provide the right forces for training or analysis


  • One Semi Automated Forces (OneSAF)

    CGF simulation that provides entity-level models and behaviors that are both semi-automated and fully automated. As a cross-domain simulation, OneSAF supports the training, test and evaluation, analysis, intelligence, acquisition and experimentation communities by providing the latest physics-based modeling and data, enhanced data collection, and reporting capabilities.


    Models real-world representations of platforms, Soldiers, equipment, logistical supplies, communications systems and networks, emerging threats and aviation assets to achieve the level of fidelity required for a particular application or scenario.

  • Joint Land Component Constructive Training Capability (JLCCTC)

    The Army’s constructive simulation toolkit, supporting institutional and operational unit training for the Active Component, Reserve Component and National Guard units providing capabilities across the range of warfighting functions.


    Software modeling and simulation capability that contributes to the Army’s Training Support System by providing appropriate levels of modeling and simulation resolution and fidelity to support unit collective and combined arms training.

  • Crowd & Traffic Modeling

    Efficiently models crowd and vehicle traffic that represent typical activities of urban life.

    Balances realism and resource utilization.

    For more information, download the Information Sheet at the bottom of the page


  • Staff Training

    • Provides realistic, doctrinally correct forces to support exercises for battle staff training

    • Allows for low or high entity count exercises which supports tailoring of the exercise to the task and proficiency

    • Provides a combined arms environment to support Multi-Domain Operations (MDO) training

  • Supporting Forces for HITL

    • Integrates with live and virtual systems to provide a full battlefield in support of human in the loop (HITL) training

    • Provides credible opposing forces with different battlefield operating systems to support MDO task training

    • Provides supporting own force entities and organizations to immerse the learner in an appropriate battlefield context

    • Use of industry standard interoperability protocols facilitates easy interaction with new systems

  • Multiple Levels of Resolution

    • Provides models of forces at multiple levels of resolution and fidelity to match the task training objectives

    • Balance provided between battlespace density and model fidelity to make efficient use of computational resources

    • Support models from individual agent based combatants, to low fidelity crowds, to high density aggregate models


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