Description
Changelog
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Ballistic Solutions
Library for calculating interception times, impact positions, and firing vectors, taking into account the velocities and accelerations of both projectile and target.
Table of Content
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Quickstart
- Install the addon in Godot or reference the DLL in your C# project.
- In your scene, compute the vector to the target:
var to_target = target.global_position - global_position - Call
best_firing_velocity_by_speedto get initial projectile velocity. - Instantiate your projectile and assign
velocityandacceleration.
Warning
Godot Physics Consideration:
Godot applies linear damping to physics bodies by default, which gradually reduces object velocity.
This can significantly affect ballistic accuracy if not properly accounted for.
Recommendations:
- Set
default_linear_damp = 0in the project settings, if you want pure projectile motion - Test thoroughly with your specific physics settings
Demo
You can test the addon using the included demo scene.
Contributing
- Contributions are welcome. Open an issue or PR.
- Demo scene is included for testing. Run it in Godot to validate behavior.
How it Works ?
- The library sets up an interception equation between target and projectile motion and solves for
t. - Each positive solution
tcorresponds to a valid hit time and gives a required initial velocity. - If no positive solutions exist, interception is impossible with current parameters.
Changelog for version v5.0.0
No changelog provided for this version.