Orbital Scrap Metal – The Video Game V2.0

Orbital debris is an ever-increasing threat to space assets such as Earth observation satellites and space stations and explorers. Your challenge is to create an orbital debris collection videogame web-app and imagine the possibilities of new companies that collect orbital debris and salvage the scrap metal to manufacture new products in space.

Debris Enterprise

Summary

For your entertainment, Team Hewweh++ proudly presents: (Debris Enterprise). Play as a spacecraft tasked with collecting and disposing orbital debris and protecting observatory satellites from damage.

How We Addressed This Challenge

What did you develop?

We developed a 3-D game to bring public awareness to "orbital debris", a.k.a man-made space debris that orbits planet Earth. This includes fragments of rockets, satellites, and equipment. reasons behind the debris include the destruction or the abandonment of defunct spacecraft, as well as accidental collisions between spacecraft.


Why is it important?

In February of 2020, Earth's orbital debris began approaching 9,000 tons in mass. But it isn't only an environmental concern; it also threatens people and property. Because the debris can reach speeds of 18,000 miles per hour, even flecks of paint are capable of causing damage. As a result, space surveillance is actively tracking over 22,000 pieces of orbital debris and agencies have established avoidance procedures for spacecraft.

Regarding the disposal of debris, current complications extend beyond mission complexity, international policies, and fiscal decisions. But what if we could treat the disposal of space debris as an insurance expenditure, protecting spacecraft and satellites from potential damage and costly replacements? Or if the collection of orbital debris could open up new occupations, where the scrap metal could be reused for manufacturing new products?


What does it do?

Our game provides a unique visualization of space debris' impact on satellites using TLE data and accurate mass to speed ratios. The objective of the game is for the player to either destroy or collect debris in space before it hits the satellites. It combines elements of fun and education so that anyone can both enjoy the game and learn about the dangers that space debris poses. For example, they will learn about different types of space debris, about the movement of objects in space, and about the devastating effect it can have on space satellites.


How does it work?

Our game uses the Unity game engine. With Earth at the center of the map, and the user spawns relatively near to the Earth. Every five seconds, a new piece of debris is generated, going into orbit around the Earth with a varying initial velocity and orbital level. Based on TLE data from Space Track, satellites remain in constant orbit around the Earth. Because all these objects orbit Earth, they can collide with each other and destroy each other or send them out of orbit.


The user will be able to use their W A S D keys to navigate around the Earth, collecting different types of space debris. We use a Python Script to query a TLE interpreter, which returns with a latitude-longitude system of coordinates which we convert into x and y values on our plane. We use a series of x and y coordinates to calculate the initial velocity of each satellite and then set them into motion within our gravitational system around Earth. They each follow their own orbit. Debris is given a random initial velocity and position so that they interact with each other and the satellites. When the user touches a piece of debris, they have the choice to collect it for recycling.

 

What do you hope to achieve?

Not only has human achievement in space exploration and discovery been phenomenal- it is often admired as the product between our curiosity and dedication, our creativity and innovation. But now the world needs to direct these qualities towards solving the problem that orbital debris poses. By teaching players about the dangers of orbital debris in a simplistic, fun, visual form, we are inspiring the new generation to find solutions for their future.

How We Developed This Project

What inspired your team to choose this challenge?

Our team enjoys building video games. All of us have experience recreating games like Portal, Super Smash Bros, Bomberman and Subway Surfer. We also recognize the impact of space debris, and we wanted to contribute to the solution. We thought this challenge best combined our love for building video games and our need to make a difference.


What was your approach to developing this project?

In developing the game, we broke our needs down into: research of data, graphic design and mechanics, and implementation. First, we sketched out the overall design of the project and figured out exactly what we would need in terms of functionality. We then started to build this project in Unity, using textures of Earth and space for the models. We wrote a gravity engine that would simulate the orbit of objects in space based on their mass and initial velocity. After we finished the User Interface and the gravity interaction of all the models, we learned how to spawn debris in such a way that it would appear to be a continuous flow of constant, high-speed debris. We started learning about TLE and calculating the orbit based on TLEs using space-track and skyfield.api. We queried multiple predictions of the satellites’ future coordinates, calculated their velocity based on altitude and longitude, and converted these values into x and y coordinates. We set the satellites off in the gravity machine and allowed them to organically develop orbits. Finally, we used NASA’s open-source library of 3-D models for our satellite models and our space debris models.

 

What tools, coding languages, hardware, software did you use to develop your project? 

We used Unity for the gravity engine and gameplay along with C# scripts controlling each object. We used Python and the Skyfield API to calculate the future positions of each satellite. For 3D models, we used a starfield texture, Earth texture and Spacecraft model from the Unity Asset Store. We used space debris and various satellite models from the NASA open-source model library.

 

What problems and achievements did your team have?

Major Problems: team-friendly/synchronous-update software, integration of space agency data, integration of propagator software, time constraints and implementation limitations.

Major Achievements: understanding TLE (satellite readings), integration of models, building the tractor beam.

How We Used Space Agency Data in This Project

For the satellites, we used TLE data from NASA Space-track, CelesTrak, and Space Birds, as well as NASA’s 3D Models.

Data & Resources

Project Information:

http://www.esa.int/Safety_Security/Space_Debris/Space_debris_by_the_numbers

https://www.nasa.gov/centers/hq/library/find/bibliographies/space_debris

https://www.nasa.gov/mission_pages/station/news/orbital_debris.html

https://phys.org/news/2019-07-space-junk-recycling-station-earth.html


Data (and Compatibility):

https://nasa3d.arc.nasa.gov/models

https://github.com/WorldWindLabs/SpaceBirds

https://spaceflight.nasa.gov/realdata/sightings/SSapplications/Post/JavaSSOP/SSOP_Help/tle_def.html

https://rhodesmill.org/pyephem/


Resources:

https://forum.unity.com/threads/dll-compiled-with-net-4-5-doesnt-work.494464/

https://celestrak.com/NORAD/elements/tdrss.txt

https://rhodesmill.org/skyfield/earth-satellites.html

Tags
#space debris, #orbital debris
Judging
This project was submitted for consideration during the Space Apps Judging process.