Spacecraft development costs remain high despite falling launch costs, in part because Model-Based Systems Engineering (MBSE) tools carry the complexity of the object-oriented programming paradigm: tightly coupled data and logic, mutable state, and rigid class hierarchies that resist integration with discipline-specific analysis tools. This paper presents a data-oriented approach to MBSE that adapts the Entity-Component-System (ECS) architecture from the video game industry. Design data is stored as immutable, format-agnostic components in a generic data system; stateless analysis functions operate on this data through templates and containerized tools within a continuous integration pipeline. A prototype implementation, VVERDAD (https://github.com/VisVivaSpace/vverdad-prototype), demonstrates the approach on an example interplanetary mission concept, showing how data-oriented principles can reduce deployment complexity, simplify testing, and preserve the traceability benefits of document-based systems engineering.
翻译:尽管发射成本持续下降,但航天器开发成本依然居高不下,部分原因在于基于模型的系统工程(MBSE)工具承载了面向对象编程范式的复杂性:数据与逻辑紧密耦合、可变状态、以及难以与特定领域分析工具集成的僵化类层次结构。本文提出了一种面向数据的MBSE方法,该方法借鉴了视频游戏行业中的实体-组件-系统(ECS)架构。设计数据以不可变、格式无关的组件形式存储在通用数据系统中;无状态的分析函数通过模板和容器化工具在持续集成流水线中对这些数据进行操作。一个原型实现VVERDAD(https://github.com/VisVivaSpace/vverdad-prototype)通过一个示例星际任务概念展示了该方法,说明了数据导向原则如何降低部署复杂性、简化测试,并保留基于文档的系统工程的追溯性优势。