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Author Topic: Getting the cross point between a projectile and its target  (Read 2014 times)
genesisV
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« on: February 05, 2009, 10:34:09 AM »

If you have unguided projectiles and moving targets and need the cross point of the projectile and its target (or the desired impact point) I can proudly inform you, that I have written a tutorial at the wiki page Smiley

http://wiki.truevision3d.com/tutorialsarticlesandexamples/getting_the_cross_point_between_a_projectile_and_its_target
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nadjibus
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Heavy Dev Process


« Reply #1 on: February 05, 2009, 05:08:14 PM »

Very nice thank you  Smiley. I used the same algorithm in my game (for bow arrows)
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SylvainTV
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« Reply #2 on: February 05, 2009, 05:45:47 PM »

Nice !

Reminds me of what we did at school.

I hope that the analytical result would match +- the real time simulation with Newton Smiley
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Regards

Sylvain Dupont
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TV3D IRC at http://chat.truevision3d.com or on server irc.truevision3d.com #Truevision3D. Come talk with us !
genesisV
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« Reply #3 on: February 05, 2009, 09:07:43 PM »

Hehe, thx. Nice to know I am not the only one in need of this algorithm.

Thus far I do not use newton at the moment because I think there are no real advantages in space (without gravitation).  But as far as I can see in my project, it works perfect as long as the target is not changing its direction or increasing/decreasing speed.

So my conclusion is: Small, fast vessels are really hard to hit over long distances. But thats the intention Wink

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