Applying Gaming Technology to Tomahawk Mission Planning and Training
Author
Doris, Ken
Larkin, Mark
Silvia, David
McDowell, Perry
Date
2005Metadata
Show full item recordAbstract
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.
Description
Fall 2005 Simulation Interoperability Workshop, Paper Number 4 & Presentation.
Simulation Interoperability Standards Organization (SISO) SIW Conference Paper
Rights
This publication is a work of the U.S. Government as defined in Title 17, United States Code, Section 101. As such, it is in the public domain, and under the provisions of Title 17, United States Code, Section 105, is not copyrighted in the U.S.Collections
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