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Ballistic kinematics

Ballistic trajectory simulation system for Unity3D.

What you can find in this repository is a generic implementation of ballistic trajectories, and the whole infrastructure to use it. Theres an abstract Gun where you can create "any" weapon based on some parameters.

Why use this?

Using raycasts is rude, you can only have a straight line between the weapon and the destination. Using rigidbodies is slow and not very precise. A fast rigidbody can pass through thin objects. Setting rigidbodies collision detection to "continuous" has a very high computational cost.

This system allows you to simulate almost every type of projectile, from slow big bullets, arrows, etc. to the fastest minimum particle (that will lead to a simple linecast), or even particle-based weapons like flamethrowers. This projectiles does not rely on any rigidboy/collider. They are computed in discrete time steps and are almost as expensive as simply rendering the bullet model.

Current state of the project

This is still a beta version. Take your own cafe is you include in any project.

ToDo

Object pool Generic effect management. Avoid instantiating objects More use examples

See also

“Analytical Ballistic Trajectories with Approximately Linear Drag”, Giliam J. P. de Carpentier, International Journal of Computer Games Technology, vol. 2014, Article ID 463489, 13 pages, 2014. pdf

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Ballistic trajectory simulation system for Unity3D

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