Description
Changelog
Reviews (2)
BallisticSolutions
Ballistic solutions for moving targets: interception time, position, and firing velocity, accounting for projectile and target acceleration.
Download
Quickstart
- Install the addon.
- Compute the vector to the target:
var to_target = target.global_position - global_position - Call
BsVelocity*D.best_by_speedto get initial projectile velocity. - Instantiate your projectile and assign
velocity.
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
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 6.1.0
No changelog provided for this version.