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- Mar 15, 2017
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Disclaimer: OP is not a ballistics, physics, mathematics, networking or any other type of engineer/specialist, so don't grill him too hard if he is spouting nonsense. Thank you.
So, I've recently had this simple idea, but don't know if there are any games (I'm thinking mainly combat simulators similar to the ARMA or SWAT series) that somewhat simulate the physics of projectiles, mainly for close-quarters battles? There aren't any that I know of, but I've never been one to play everything that comes out on the market. Edit: I know about bullet drop and that it's a thing, what I have in mind is more about "stuff bouncing off stuff".
What I'm picturing in my head is a physics implementation that handles bullets and fragmentation grenades, for example:
What do you guys think?
So, I've recently had this simple idea, but don't know if there are any games (I'm thinking mainly combat simulators similar to the ARMA or SWAT series) that somewhat simulate the physics of projectiles, mainly for close-quarters battles? There aren't any that I know of, but I've never been one to play everything that comes out on the market. Edit: I know about bullet drop and that it's a thing, what I have in mind is more about "stuff bouncing off stuff".
What I'm picturing in my head is a physics implementation that handles bullets and fragmentation grenades, for example:
- For bullets, depending on the ammo type, caliber, angle, velocity, etc. and the material of the surface that the projectile hits, it may ricochet or break down into several fragments. In case of fragmentation, a randomized dispersion pattern is employed with each fragment following its own vector. If and when it collides with another surface, it further reduces its velocity but may ricochet once more until velocity hits zero. If there are too many fragments (think multiple miniguns being fired at once) to compute at once without significantly slowing down the game, the number of fragments and bounces may be lowered.
- For grenades, the situation would be mostly the same as a bullet being fragmented, but probably using a higher number of fragments upon detonation. "Splash damage" must also be accounted for, naturally, but this is not the main idea.
- For a bullet that hits enemy bodies, depending on ammo characteristics, enemy armor, body part hit etc. the bullet may penetrate the body and exit in a straightforward manner with lower velocity, enter one body part and exit another or not exit at all.
What do you guys think?
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