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

  • Context: Undergrad 
  • Thread starter Thread starter s w
  • Start date Start date
  • Tags Tags
    Trajectory
Click For Summary
SUMMARY

This discussion focuses on calculating the force vector required to launch a mortar in a computer game, given the initial position, target position, target height, mass of the object, and gravity, while assuming no air drag. The key equations mentioned include the projectile motion equations: X=V*COS(a)*t and Y=(V*SIN(a)*t)-((1/2)*g*t²). The discussion emphasizes the need for the mortar to follow a parabolic arc to accurately hit targets at varying heights and distances in a three-dimensional space.

PREREQUISITES
  • Understanding of projectile motion equations
  • Familiarity with Newton's second law (F=ma)
  • Basic knowledge of three-dimensional coordinate systems
  • Concept of gravitational force and its impact on motion
NEXT STEPS
  • Research advanced projectile motion simulations in Unity or Unreal Engine
  • Explore the effects of air resistance on projectile trajectories
  • Learn about using Taylor series for estimating motion under varying forces
  • Investigate methods for calculating force vectors in 3D game physics
USEFUL FOR

Game developers, physics programmers, and anyone involved in creating realistic projectile mechanics in computer games.

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.
 

Similar threads

  • · Replies 8 ·
Replies
8
Views
2K
  • · Replies 5 ·
Replies
5
Views
31K
  • · Replies 3 ·
Replies
3
Views
2K
Replies
6
Views
2K
Replies
4
Views
1K
  • · Replies 1 ·
Replies
1
Views
2K
  • · Replies 11 ·
Replies
11
Views
3K
  • · Replies 12 ·
Replies
12
Views
3K
  • · Replies 6 ·
Replies
6
Views
3K
  • · Replies 3 ·
Replies
3
Views
3K