Sorry for the late reply. Thank you for going to all the trouble of graphing and beginning to expand the formula.
I sat down with a friend last night and we worked out a solution that works exceedingly well in game simulation standards, but cheats a little bit physics wise.
I will post the...
Wow! Thank you for the swift and in depth replies.
Solving for theta would be nuts so I decided to keep it a constant 45 degrees and solve for Vo as you suggested.
x(t_f) =\frac{v^2(0) \cos \theta \sin \theta}{g} + v(0)\cos \theta \sqrt{\frac{v^2(0)\sin^2 \theta}{g^2} -...
Hi,
I'm working on a computer simulation to launch an object from point A to point B in 3D space.
I'm currently using the range equation:
Range = ( Vo^2 * sin( 2 * theta ) ) / gravity
and I solved for Vo and got:
Vo = sqrt( ( Range * gravity ) / sin( 2 * theta ) )
I'm...