Mastering 3D Trajectory for FPS Game Designers

  • Context: Undergrad 
  • Thread starter Thread starter Iconate
  • Start date Start date
  • Tags Tags
    3d Formula Trajectory
Click For Summary

Discussion Overview

The discussion revolves around the trajectory of bullets in first-person shooter (FPS) game design, specifically focusing on the transition from 2D trajectory formulas to 3D representations. Participants explore the implications of including factors like the Coriolis effect and the complexities of accurately modeling projectile motion in a 3D space.

Discussion Character

  • Exploratory
  • Technical explanation
  • Debate/contested

Main Points Raised

  • One participant seeks a formula for 3D projectile motion, noting that existing formulas are primarily in 2D and expressing a lack of familiarity with physics.
  • Another participant mentions that incorporating the Coriolis effect would necessitate a 3D representation, suggesting that it may complicate gameplay for users.
  • A different participant shares a link to a resource they believe may help in implementing 3D projectile motion.
  • One participant argues that even with 3D coordinates, the projectile path can still be considered 2D, as the trajectory is influenced by various forces that create a 3D path.

Areas of Agreement / Disagreement

Participants express differing views on the nature of projectile paths in 3D versus 2D, with some suggesting that 3D representations are necessary while others argue that the fundamental trajectory remains 2D despite the inclusion of additional forces.

Contextual Notes

There are unresolved questions regarding the specific mathematical formulations needed for 3D trajectories and the potential impact of various forces on gameplay mechanics.

Iconate
Messages
20
Reaction score
0
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
 
Last edited by a moderator:
Physics news on Phys.org
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
 
Last edited by a moderator:
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.
 

Similar threads

  • · Replies 1 ·
Replies
1
Views
2K
Replies
6
Views
2K
  • · Replies 2 ·
Replies
2
Views
2K
Replies
2
Views
3K
  • · Replies 6 ·
Replies
6
Views
14K
  • · Replies 86 ·
3
Replies
86
Views
9K
  • · Replies 4 ·
Replies
4
Views
4K
  • · Replies 2 ·
Replies
2
Views
2K
  • · Replies 9 ·
Replies
9
Views
2K