Mastering 3D Trajectory for FPS Game Designers

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    3d Formula Trajectory
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SUMMARY

This discussion focuses on implementing 3D trajectory calculations for bullets in first-person shooter (FPS) game design. The user seeks to adapt existing 2D trajectory formulas to a 3D environment, specifically considering the Coriolis effect for accuracy. Resources such as Wikipedia's pages on trajectory and external ballistics are referenced for foundational knowledge. The conversation highlights the complexity of accurately modeling projectile motion in 3D space while acknowledging the potential challenges for players in calculating moving targets.

PREREQUISITES
  • Understanding of projectile motion principles
  • Familiarity with 3D coordinate systems
  • Knowledge of the Coriolis effect in physics
  • Basic programming skills for game development
NEXT STEPS
  • Research 3D projectile motion equations
  • Learn about the Coriolis effect and its application in game physics
  • Explore game physics engines that support 3D trajectory calculations
  • Study techniques for implementing realistic bullet physics in FPS games
USEFUL FOR

Game designers, physics programmers, and developers working on FPS games who are looking to enhance realism in projectile motion and trajectory calculations.

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Hello, I am designing a FPS in which I am planning for the trajectory of a bullet to follow this formula here:

http://en.wikipedia.org/wiki/Trajectory#Derivation_of_the_equation_of_motion"

I am not adding any drag or resistance a the moment, but the problem is, that all these trajectory formulas are in 2D planes.

I am not too familiar with physics and haven't taken any courses on it, so I was wondering if there exists a formula for a 3D plane, or if there is a way of converting the 2D equation easily

Thanks, any help or advice is greatly appreciated
 
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the path of a projectile is 2d x,y. now if your looking to take on the Coriolis effect for an accurate representation then it would be x,y,z.

I'm not familiar enough with FPS to know if the gamer can handle the ability to calculate hitting a moving target with the Coriolis effect under duress. it may be a bit much for passive play but use full for trainers.

here's wiki's page on what your looking for: http://en.wikipedia.org/wiki/External_ballistics

hope that helps.
 
I think this is what I am looking for

http://babek.info/libertybasicfiles/lbnews/nl130/proj3d.htm

Im going to try and implement this and see what happens
 
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I see, but that can still be translated back to a 2d projectile path. the Cartesian coordinates are there only to locate the start and end points of the projectile while the path is still only 2d.

In actual form the effects of numerous forces cause the projectile to take a 3d path. that was what I thought you were after.
 

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