Unity
This is a test page for my third year games development project. The main focus is been given to providing an algorithm that will control a missile from launch to terminal guidance. For a missile to be efficient, it will normally try and always lead its target rather than just chase it. In
military sidewinders target tracking is done with Infrared and
proportional navigation but this project will try an approach of using an on board radar system.
Other features that are to be included in this project will be:
- Target Motion Analysis.
- Developing using the Unity3d engine.
- Network multiplayer.
The radar system

The player/owner craft sweeps the area with a bounding box. This meant to represent a radar sweep of the area.

If the sweep collides with another craft, that craft spawns a bounding sphere that will continue to expand until it expires. This is the represent the ping back.

Once the owner/player craft receives the ping they begin to log the origin and signature of the received ping and from this the tracking process can begin.
Update 03/05/2013

Networking in place.
Webplayer version allows connection to unity master server to register/find hosts
Play Here
Standalone (Downloadable) version includes the above and also a LAN game discovery feature.
Download Here
Firewall info
For the Unity master test server
IP address 67.225.180.24
Port 23466
Application port
25001
For the LAN multicast (which should work regardless even running two or more instances on a local machine with no
network access)
the MC address is 239.255.40.40 on port 2225
Update 10/03/2013

Current File Size: ~5Mb
Ported to unity 4.0.1
Craft and missile now have their own radar systems
Tab key toggles target selection and
F fires same as previous. All other controls remain the same.
Model source
Apache - http://www.blendswap.com/blends/view/44235 CC-Zero license
AIM 9 SW - http://www.blendswap.com/blends/view/22736 CC-Zero license
Play the game (WIP)
(Requires Unity web player available
here if the page above doesn't trigger a download)
Edit: 28/02/2013

Current File Size: 2.2 Mb
Experimenting with implementing a radar system that pings its target and waits for a response
Also playing with the idea of a HUD for the radar
The main helicopter can now be controlled by the following
Keypad 7 = forward
Keypad 9 = brake / reverse
Keypad 8 = pitch up
Keypad 2 = pitch down
Keypad 6 = yaw left
Keypad 4 = yaw right
Some notes: best viewed full screen as I noticed an issue where the radar HUD is placed compared to when testing the main build.
the target craft can still be controlled by the following ....
S Pitch target up
W Pitch target down
D Accelerate target in the forward direction
A Decelerate/Reverse target
Q Yaw target Left about targets up axis
E Yaw target Right about targets up axis
F Launch to missile at target
Still a work in progress
Note:
Web player does not seem to be supported on linux.
Edits:
Added basic water
Added skybox
Update 24/02/2013:
Missile computes lead constantly on launch
Target has maneuverability to test missile
© Bugs and Code 2013