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Author Topic: Hi, i want know how can i make flying projectils like arows in tv3d (with VB)  (Read 1991 times)
Miranu
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« on: August 06, 2010, 06:44:37 AM »

Hi, i want make may fantasy game in Visual Basic 6 and truevision3d and i want know how may i make a trajectory of arows, bullets, granates, granates from guns...

the formula for count it is:

trajectory curve = power of the projectil - (air friction + power of the gravitation + wind power)

How may i make trace for projectils, which afther throwing, firing will following?
which equivalent of gravitation constant is in tv3d?
which multiple of Earth gravitation?
If i dont make it with tv3d, can someone lead me to succes in c/c++, someone than will translate me it and i will may make it in VB6
I thought about particle system, but it is useble rather for shotguns, or blunderbusses, than for arows...

Arows must have balistic curve, cause at 100 meters no bow firing on strict line and if, it is bow from Balista and have more than 50 kilograms (100 liber) hoarding of "Long bow".


Thanks to all which want to help me and i wish that we resolve it together
 
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Hypnotron
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« Reply #1 on: August 11, 2010, 01:31:11 AM »

You can do this in TV 6.2/6.3 but you have to compute the trajectory yourself.  There's no functions built in for doing physics calculations.  You're free to write any formulas you want!

For 6.5, there is built in newton physics but it's mostly just rigid body collision physics and there's no modeling of air/wind resistance and things like that.  It'd be best if you just modeled the flight path yourself for arrows I think.  You can mix your own physics calcs with the built in one on case by case basis as needed.
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Qbasic8
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« Reply #2 on: October 07, 2010, 12:36:42 PM »

Writing your own formula would be the best bet. You will have a constant gravity and I just make a random function as far as wind is calculated. Just have a threshold so the wind cant move from side to side to quickly.. Not real physics, but you can pass it off. You can also just make it go a bit off trajectory slightly so it is not always a perfect shot.
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