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Realistic projectile kinematics

Open no-lex opened this issue 4 years ago • 0 comments

Currently, projectiles are only parameterized by their speed, with no compensation available for such things as drag or gravity.

Bullets could fairly succinctly be parameterized by their muzzle velocity (V₀), their ballistic coefficient (BC), and the gravity of the world (G). The ballistic coefficient conveniently takes care of the projectile weight's effect on its kinematics, and furthermore is typically in the range of ~0.1 (.22 LR) to ~1 (.50 BMG) for real bullets.

There would need to be more advanced features available for the possibility of realistically simulating bounces or the acceleration profile of an RPG, but all physical projectiles can benefit from realistic kinematics.

no-lex avatar Mar 02 '20 17:03 no-lex