Timeline for How are bullets simulated in video games?
Current License: CC BY-SA 3.0
5 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Jun 15, 2011 at 12:48 | comment | added | Stephen | @AttackingHobo I wasn't specifically thinking of phosphorus rounds, but rather some visual cue that bullets are flying. The idea was to use selective compression ... removing a level of detail that the player would never register as "missing", but that eases the burden on the system. The "every 3rd bullet" bit is arbitrary ... you'd have to experiment to see what worked well. In your answer you said "fake tracers", which makes a lot of sense as well. | |
Jun 14, 2011 at 21:46 | comment | added | AttackingHobo | Also, you don't want to split it up in the rendering and the updating like you say. You want all the bullet physics entirely done with the update method. You want every X shot or so to also spawn a tracer effect that is much slower than the bullet to show movement and direction. | |
Jun 14, 2011 at 21:44 | comment | added | AttackingHobo | You should include some information as to why every 3rd shot or so would have the tracer. Its not a game-developer development. It was the military. Tracer bullets that have phosphorus embedded in the rear of the slug. When the round is shot, the gunpowder ignites the phosphorus creating a bright trail behind the bullet. Tracer bullets are more expensive than regular bullets, so they are only used ever X shots or so to save money, while still having the intended effect of being able to aim easier. | |
Jun 14, 2011 at 19:45 | history | post merged (destination) | |||
Jun 14, 2011 at 18:47 | history | answered | Stephen | CC BY-SA 3.0 |