Real Time Projectiles, Cavity Based Damage, Physics Calculated Terminal Ballistics, Bullet Deformations. The Evolution of the First Person Shooter!
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[Slowpoke] Thread about bullet modeling | Locked | |
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Jul 25 2017 Anchor | |
Hi EnterpriseG, I'm currently making a design which handles different depths of gameplay systems. (And also I am a fan of a damage system you've created.)For example, having an Simple (Damage System) means there wouldn't be such thing like vital damage or shock - it's all measured on simple 100% gauge that depletes on hit. While having Advanced means that such stuff as getting your lungs hit means you not only start bleeding, but might suffocate from All of that can be transferred to every gameplay mechanics, be it Melee combat, Ranged combat, Usage of items, Inventory work... Being probably not the best brain, all I could find is some stuffy formulas and lectures about kinds of cavities/bullet types/etc. Which are simply only show the results, while the matter is that I just want to see the factors to reproduce the ways to achieve one or another result. And I'm just making design for fun and as hobby+educational reasons. If you see this, can you answer these questions?Complex Bullet Ricochet / Penetration / Bore / Exit
Projectile Fragmentation / Expansion
Energy/Cavity Based Damage
Overall damage: how to calculate? I'd like to see bullet math basic on those, even if its non understandable differential equations.For example: .22LR Hyper Velocity round. I know that it weights ~1,9-2,5 gramm, has Muzzle Velocity of ~435 meters per second (totaling ~180 Joules), type is Copper Jacketed HP bullet. For example, it hits right arm with no armor/clothes on. I designed it like: 1) Penetration/Energy/... basic calculations, which depend on a bullet char's and answers those questions:
2) Bullet trail and cavity/-ies, based on what was achieved in 1 point, depends on bullet char's and answers those questions:
3) Damage types, those are based on what was achieved in 2 point:
4) Distribution of said damage between Vitality and whatever damage pool I come up, based on 3 point. What should I do with said bullet that hit the said arm?P.S. If you do not want to respond questions like "How did you do that particular stuff?", I can understand that. If you managed to do that and don't want to disclose the way you done it, fine (you ported it to another mod which is still in dev, so you probably want to keep this kind of info closed, cause its yours). Just put into direction where to find all that stuff. Because lurking over 500 sites didn't gave me anything besides "use compelling and hard to use modelling softwares that cost alot" or formulas that are simply usable in one situation from 10. And simple stuff like physics formulas or some other-worldy "true or false?" formulas like knock down ones are something to blow my head off, cause they don't show up actual bullet interacting with the body. Which is kinda the goal of the advanced system - bullet that hits particular bodypart does particular job instead of just applying damage points to player. |
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