A simulation of Close-In Weapon Systems built in Unity, modelling the full interception pipeline from detection through to intercept. Rather than relying on Unity's built-in physics data directly, the project simulated a realistic chain of independent entities each responsible for a distinct role.
The focus was on whether the logic and flow of a real system could be faithfully represented in a game engine environment. A custom signature system was implemented rather than querying engine physics values directly, keeping each entity operating on only the information it would realistically have access to.
Detection & Communication
Scan radars detected incoming projectiles and passed data to a command layer, which allocated and tasked individual turrets. Each turret's Fire Control System independently acquired the target based on radar data, then began track and lead prediction using consistent physics tick sampling to calculate intercept points.
Fire Control & Intercept
The turret aimed and engaged based purely on FCS output. Each component communicated through an event-based architecture, forming a complete interception pipeline without shortcuts into Unity's built-in object data.
Scalable Systems
Multiple systems work together to intercept multiple projectiles simultaneously. One radar detects all targets, the command system allocates them across weapon systems, and the simulation handles the full pipeline from launch through elimination indefinitely.
Control Panel & Map Generation
A buildable simulation sandbox lets you launch missiles and observe individual systems responding in real time. Procedurally generated terrain tooling supports testing across different environments and scales.