Projectile Physics: Designing Weapons for Realism

  • Context: Undergrad 
  • Thread starter Thread starter slain
  • Start date Start date
  • Tags Tags
    Physics Projectile
Click For Summary

Discussion Overview

The discussion revolves around the design of realistic weapon trajectories and impact effects for a game, focusing on the physics involved in projectile motion, including factors such as muzzle velocity, weight, and environmental influences like wind and atmospheric resistance.

Discussion Character

  • Exploratory
  • Technical explanation
  • Debate/contested
  • Mathematical reasoning

Main Points Raised

  • One participant seeks guidance on equations that define bullet trajectories and impact results, considering extreme scenarios such as subject recoil and grazing impacts.
  • Another participant suggests that the specifications mentioned may not be coincidental and expresses skepticism about the relevance of anecdotal evidence from individuals in Afghanistan.
  • A proposed equation for projectile motion is presented, indicating a parabolic trajectory based on initial velocities and gravitational effects.
  • Discussion includes the suggestion to use launch angle as a variable for calculating trajectories in a game context.
  • One participant expresses interest in incorporating atmospheric resistance and wind effects into the projectile calculations.
  • There is a consideration of varying damage based on impact velocity, with a suggestion to use kinetic energy rather than velocity for calculations.
  • A different perspective is introduced, proposing the use of Kinetic Power instead of Kinetic Energy, emphasizing the importance of mass in calculations.
  • Another participant advises against using certain units of measurement, recommending metric units for clarity and precision.
  • Resources for ballistics software are mentioned, which could provide detailed information on factors affecting projectile motion.

Areas of Agreement / Disagreement

Participants express a mix of agreement and disagreement on various aspects of the discussion, particularly regarding the best approaches to modeling projectile motion and the relevance of different physical parameters. No consensus is reached on the optimal methods or equations to use.

Contextual Notes

There are limitations regarding assumptions about environmental factors, the complexity of human anatomy in damage calculations, and the computational implications of varying projectile damage based on impact velocity.

Who May Find This Useful

This discussion may be useful for game developers, physics enthusiasts, and individuals interested in the realistic modeling of projectile motion and impact effects in simulations or games.

slain
Messages
9
Reaction score
0
Ok Guys I need some help here...
I am in the process of developing my own game and I am trying to think of all the things that I need to consider in order to make the game more realistic. When I am designing the weapons (snipers, grenade launchers, sub machine guns, etc) what are the various things i need to consider in order to get the trajectories and impact results right. For example, consider a bullet from a M4 Carbine of weight 60 grains and a muzzle velocity of 2800 feet/sec. Is there an equation which would define the trajectory that the bullet would follow and could the impact result be reduced to an equation. could this equation consider extreme situations like if the subject would be thrown back by the impact or if it would be a clean exit and what about considering a graze instead of a direct hit.
Im prolly askin for too much but help me out guys. pweaseeeeeeee :)
 
Physics news on Phys.org
Originally posted by slain
Ok Guys I need some help here...
I am in the process of developing my own game and I am trying to think of all the things that I need to consider in order to make the game more realistic. When I am designing the weapons (snipers, grenade launchers, sub machine guns, etc) what are the various things i need to consider in order to get the trajectories and impact results right. For example, consider a bullet from a M4 Carbine of weight 60 grains and a muzzle velocity of 2800 feet/sec. Is there an equation which would define the trajectory that the bullet would follow and could the impact result be reduced to an equation. could this equation consider extreme situations like if the subject would be thrown back by the impact or if it would be a clean exit and what about considering a graze instead of a direct hit.
Im prolly askin for too much but help me out guys. pweaseeeeeeee :)

They will be able to tell you at the site you goggled this from:

"from a M4 Carbine of weight 60 grains and a muzzle velocity of 2800 feet/sec."

I've got friends coming back from Afganistan that will be able to answer your qwestion. If you can wait.
 
I think it was quite evident from my original post that I "am trying to make it as realistic as possible". If 2800 feet/sec and 600 grains happen to be the exact specification of a M4 Carbine, maybe it isn't just coincidence? And I seriously doubt anyone from Afghanistan could answer my query. They still havnt mastered speaking english let alone logging onto the internet and posting on a physics forum :)
 
I will try to put together an equation for the trajectile.
[tex] y=v_y t- \frac{1}{2}gt^2[/tex]
[tex] x=v_xt[/tex]
So,
[tex] t=\frac{x}{v_x}[/tex]
[tex] y=v_y (\frac{x}{v_x})- \frac{1}{2}g (\frac{x}{v_x})^2[/tex]
[tex] y=f(x)=(\frac{v_y}{v_x})x- (\frac{g}{2v_x})x^2[/tex]
This gives y as a function of x. As you know, this is a parabola.
I'd like to answer other questions, but don't have enough time now.
 
Just to firm what kishtik said:

The Kinematic equation [tex]s=ut+\frac{1}{2}gt^2[/tex]
 
Originally posted by BLUE_CHIP
Just to firm what kishtik said:

The Kinematic equation [tex]s=ut+\frac{1}{2}gt^2[/tex]
For the purpose of a game, its probably better to reconstruct that using launch angle as your dependent variable in separate x and y equations. The computer can calculate the entire trajectory from the launch angle (and given muzzle velocity) and then move the projectile along that path. See: http://www.rit.edu/~jxa3625/trajectoryreport.htm
 
Last edited by a moderator:
neato... thanks guys... this is a good start... it should be easy to factor in the deceleration due to atmospheric resistance and deviation due to wind using these equations as bases...

do you guys think it would be possible to vary the damage caused by the projectiles based on impact velocity or would i just be screwing myself trying to implement that? I realize it would surely add to the cool factor of the game physics... but i suppose it would also require greater attention to human anatomy and armour. If nothing else it would be nice to see how intencive the calculations would be on the processor.
 
Originally posted by slain
neato... thanks guys... this is a good start... it should be easy to factor in the deceleration due to atmospheric resistance and deviation due to wind using these equations as bases...
I guess it depends on the type of game, but for most purposes you don't need to bother with those.
do you guys think it would be possible to vary the damage caused by the projectiles based on impact velocity or would i just be screwing myself trying to implement that?
That should work fine - except use kinetic energy, not velocity. Kinetic energy is 1/2 m*v^2.
 
actually i am thinking of using Kinetic Power instead of Kinetic Energy since KE does not take into consideration the mass of the projectile.
[tex]kp=ke\ast m[/tex]
where, m = momentum.
 
Last edited:
  • #10
Don't use "grains". Use grams.

Don't use "feet/second". Use metres/second.

Don't worry about how much energy you need to get the projectile going. Worry more about the Force with which it hits.
 
  • #11
You can get a free 30 day trial of ballistics software from www.remington.com[/url] or [url]www.winchester.com.[/URL] The tables include the effects of aerodynamic drag, wind drift, temperature and altitude. The coefficient of aerodynamic drag varies greatly with velocity, and is highest near mach 1. I have the calculus formulas and additional information used in these formulas if you need them.
 
Last edited by a moderator:

Similar threads

  • · Replies 3 ·
Replies
3
Views
9K
  • · Replies 10 ·
Replies
10
Views
3K
  • · Replies 3 ·
Replies
3
Views
3K
  • · Replies 3 ·
Replies
3
Views
3K
  • · Replies 3 ·
Replies
3
Views
6K
  • · Replies 6 ·
Replies
6
Views
6K
Replies
1
Views
7K
  • · Replies 8 ·
Replies
8
Views
9K
  • · Replies 19 ·
Replies
19
Views
4K
Replies
11
Views
7K