Computer Generated Force (CGF) systems continue to benefit from the ever increasing computational power offered by modern computing hardware. These computational resources are often used to provide higher entity counts as opposed to improving entity fidelity. This is particularly true of vehicle dynamics which, with some exceptions, continues to lag far behind the fidelity of manned simulators. With CGF-simulated ("constructive") entities being asked to participate at close range with manned ("virtual") simulators in scenarios such as urban operations and formation flight, the fidelity of CGF vehicle dynamics becomes important.
This paper discusses the use of a commercial-off-the-shelf physics engine to add high fidelity vehicle dynamics to CGF-simulated entities without impacting entity count. Specifically the NVIDIA PhysX physics engine was applied to both the Army OTBSAF and Air Force XCITE Computer Generated Force systems. Vehicle dynamics was modeled on basic vehicle and environmental parameters such as mass, inertia, engine power, torque, lift, drag, thrust, etc. Dynamics were implemented and evaluated for wheeled and tracked vehicles, life forms, rotary wing and fixed wing aircraft. Physics augmentation of vehicle dynamics was demonstrated with a single physics engine simultaneously supporting multiple, dissimilar, CGF systems providing smooth, physically correct, and consistent dynamics for all vehicles in all of the CGF systems.