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Apr 13, 2017 at 12:18 history edited CommunityBot
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Apr 18, 2016 at 17:48 comment added Ramon Johannessen Done. Thank you! Question is here gamedev.stackexchange.com/questions/120085/…
Apr 18, 2016 at 17:36 comment added DMGregory @RamonJohannessen Sure! Write it up as a new question, something like: "How do I take 2D ballistic trajectory planning and apply it to 3D?" — that way it will be searchable for other users with similar questions.
Apr 18, 2016 at 17:26 comment added Ramon Johannessen So I thought I remembered how to do the 3D-to-2D point projection, but I can't figure it out for the life of me. I've looked at a number of discussions of it, but evidently I'm not understanding them right, because my implementation doesn't work properly. Do you happen to have a moment to explain how I would go about that?
Apr 15, 2016 at 18:08 comment added Ramon Johannessen And the velocity would adjust according to the angle. If the velocity varies to keep the arc, then time must vary as well. Seems obvious now :D
Apr 15, 2016 at 18:02 vote accept Ramon Johannessen
Apr 15, 2016 at 18:01 comment added DMGregory As you can see in the linked answers, start+end+time completely determines the shot. You don't have any additional tuning variables if you fix those three, but you can clamp down to the minimum shot time that clears all obstacles.
Apr 15, 2016 at 17:59 comment added Ramon Johannessen Yeah, I was wondering about that, that's why I was having a hard time figuring it out I guess :P ...thanks for the thorough explanation! Much appreciated. My dilemma is that I want to decrease the duration, but in doing so it will simply decrease the arc (with the current trajectory formula I'm using), but then my object can potential hit ledges on the way up, so I need to maintain a minimum arc, while simultaneously maintaining a minimum speed. Sort of a dilemma :/
Apr 15, 2016 at 3:06 history edited DMGregory CC BY-SA 3.0
Adding missing ".y"s and note on overdetermination
Apr 15, 2016 at 1:39 history answered DMGregory CC BY-SA 3.0