How can I calculate the force vector for a mortar in a computer game?

  • Thread starter Thread starter s w
  • Start date Start date
  • Tags Tags
    Trajectory
AI Thread Summary
To calculate the force vector for a mortar in a computer game, the initial position, target position, target height, mass of the mortar, and gravity must be considered. The goal is to determine the force needed to achieve a parabolic arc that reaches the specified target height and distance. The calculations should account for three-dimensional movement, allowing for targets that are higher or lower than the initial position. While drag is assumed to be negligible, understanding the potential effects of air resistance is important for accuracy. Utilizing the equations of motion and the fundamental physics principle F=ma will facilitate the calculations needed for the mortar's trajectory.
s w
Messages
4
Reaction score
0
I'm in the process of created a computer game and I want to introduce a mortar into the game. What I want to do is given the initial position, target position, and target height, calculate the force vector that is needed to launch the mortar so it hits the target height and target distance. The reason I put a target height in there is so the mortar is doing an appropriate parabolic arc. I don't want it to just do a slight arc and hit the target, I want it to go relatively high but still remain inside the bounds of the level.

So to summarize. I know the initial position, target position, target height, mass of the object, and gravity (assume no drag) and I want to know the force vector needed. It also must be said that the initial and target positions lie in all 3 planes. So I'd really like to be able to hit a target that is higher or lower than the initial position if possible. As for the target height, that is the height above the initial position.
 
Physics news on Phys.org
it depends if you have the resisting force of air and in what magnitude?F=kmv or F=kmv.v or ... and this depends on your estimated speed, without resistance: X=V*COSa*t,Y=(V*SINa*t)-((1/2)*g*t.t)
 
Quoted from above.
s w said:
(assume no drag)
 
i don't study physics in english so i am not familiar with some words but anyway just use the equations i mentioned in three dimension(x,y,z) and simply use F=ma thing on them, plus ,if you want to calculate the resistance first check your estimated speed with some table to see if the resistance is kmv or kmv.v and also you can estimate it by using the taylors formula or somethinh(f(X)=a1+a2x+a3xx+a4xxx+...) then cut off from xx.
 
Hello everyone, Consider the problem in which a car is told to travel at 30 km/h for L kilometers and then at 60 km/h for another L kilometers. Next, you are asked to determine the average speed. My question is: although we know that the average speed in this case is the harmonic mean of the two speeds, is it also possible to state that the average speed over this 2L-kilometer stretch can be obtained as a weighted average of the two speeds? Best regards, DaTario
The rope is tied into the person (the load of 200 pounds) and the rope goes up from the person to a fixed pulley and back down to his hands. He hauls the rope to suspend himself in the air. What is the mechanical advantage of the system? The person will indeed only have to lift half of his body weight (roughly 100 pounds) because he now lessened the load by that same amount. This APPEARS to be a 2:1 because he can hold himself with half the force, but my question is: is that mechanical...
Some physics textbook writer told me that Newton's first law applies only on bodies that feel no interactions at all. He said that if a body is on rest or moves in constant velocity, there is no external force acting on it. But I have heard another form of the law that says the net force acting on a body must be zero. This means there is interactions involved after all. So which one is correct?
Back
Top