#Projectile prediction with gravity
1 messages · Page 1 of 1 (latest)
it is very difficult
Like this?
yes! absolutely thats what im looking for
except instead of the projectiles slowing down to make an arc, its going at a constant speed but still hitting the target where ever
when cryptic wants to learn it too thats how you know its hard
well its not hard per say, but its calculus
and im only in grade 11
yeah
If I understand the math I saw (sort of), does this get the distance between the start and end, and uses gravity to then create the height of a "triangle" where the projectile is launched to the tip of, then falls back down to the end?
I had something similar like this but overcomplicated the hell out of it lol
it gets the initial velocity the projectile should be launched in based on the distance between start and end, maximum height and gravity. theres a video by Sebsatian Lague that explains it in depth https://www.youtube.com/watch?v=IvT8hjy6q4o&t=765s
This video works through the problem of calculating the velocity required to launch a ball so that it passes through a given position.
Unity files:
https://github.com/SebLague/Kinematic-Equation-Problems
If you'd like to support these videos, you can make a recurring monthly donation (cancellable at any time) through Patreon: http://bit.ly/seb...
i watched the video and i understand it, but could you elaborate this in a way that I can translate this into circuits. I know C# but they base their gravity off of code and not in game. Im also not too familiar with this types of trajectory formulas
i also dont know the rec rooms float value for their gravity
Rec room is made in unity, so it should have the same exact general gravity as unity
Next Velocity = Get Current Velocity() + Vector3 Create(0, Multiply(-9.81, Delta Time), 0)
recrooms gravity is -9.81. here are the circuits since im not doing anything with it