Designing a Visualisation System for Torpedo Track Simulation using an Agile Methodology
R. Ong · 2004
Torpedo track planners in submarines are required to visualise difficult undersea scenarios in one temporal and three spatial dimensions in a high pressure envi-ronment. This difficulty is compounded by their utilisation of outdated torpedo track visualisation technology that is only able to show torpedo tracks in a rela-tively unintuitive two dimensions. A better system for visualisation that utlises a more intuitive three dimensional representation of track movement is desired. In this thesis, we will discuss the design of a system developed through mod-ification of an existing video game engine to display three dimensional represen-tations of torpedo movements. We outline this design process; analysing the re-quirements in order to assess both hardware and software options for the system. The consequent design and implementation of the system is also documented. The system was developed using Scrum, an instantiation of the Agile software process. This process was successfully employed in conjunction with Boehm’s Spiral model. In light of the developed system, we explore the benefits of each element of the Scrum process and discuss how Scrum can be adapted for use in individual development projects. We examine the results of the developed system, showing that the three di-mensional representation of simulation space is superior to the existing two di-mensional representation. Additionally, we demonstrate that the Scrum process is easily adaptable to individual development, retaining a majority of the benefits offered by this process. We can conclude that the modification of computer game engines for simulation purposes is viable. The inexpensive nature of such engines results in the potential to allow complex problems to be explored in ways that have not yet been attempted.