actually i am thinking of using Kinetic Power instead of Kinetic Energy since KE does not take into consideration the mass of the projectile.
kp=ke\ast m
where, m = momentum.
i do know this has been done on flash mx using action scripts. check here (http://www.bit-101.com) in the labratory section. sorry don't quite remember how far back it was though.
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...
hmm
ok... well this kind of explains a few things about designing the trajectory of a bullet fired from a weapon at a given angle. let me see if i have this right.
If a bullet is fired at a specific angle and muzzle velocity then it would be at point x and y which can be derived from the...
impact result
ok so let me get this straight... the distance that the bullet can travel is ofcourse governed by the kinetic energy and trajectory of the bullet. but what about when the bullet reaches its target... how do you determine the force at which it hits the target and the effect it has...
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...
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...