Applying Gaming Technology to Tomahawk Mission Planning and Training

Publication Type  Conference Paper
Year of Publication  2004
Authors  Doris, K.; Larkin, M.; Silvia, D.; McDowell, P.
Conference Name  Simulation Interoperability Workshop
Pagination  11
Conference Start Date  Fall 2004
Publisher  Simulation Interoperability and Standards Organization (SISO)
Conference Location  Orlando, Florida
Key Words  Computer Game Engine; 3D Visualization; Tomahawk Missile; Vehicle Movement Prediction
Abstract  

Over the past decade the computer gaming industry has not only generated its own multi-billion dollar section of the entertainment industry, but it has also made significant inroads into the military market, especially in training and simulation, starting with Marine Doom and continuing up to today’s Full Spectrum Command and America’s Army. This paper describes a Navy-funded research project that uses gaming technology for not only training, but also as an operational decision aid for the Tactical Tomahawk Weapon Control System (TTWCS). The research is aimed at adapting game engine technology to predict and simulate the motion of ground target vehicles (e.g. SCUD Launchers) through their local terrain over a given period of time, then use the associated rendering capabilities to provide realistic 3D views. The paper presents an overview of the TTWCS mission and how it will benefit from specific advances in gaming technology, especially in the areas of artificial intelligence, path finding, and physics. It discusses the current state of the project using existing commercial gaming technology and the future plans for adapting and expanding the open source game engine technology of the Delta3D project underway at the MOVES Institute at the Naval Postgraduate School.


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