1. Also forgot to include how full the shooter's lungs are when they fire (it effects the rifle angle).

I've seen games that include the effects of breathing, wind, and sometimes fatigue. Think I've seen one that actually factored in arc but only on a sniper rifle.

2. Originally posted by Thantos
Also forgot to include how full the shooter's lungs are when they fire (it effects the rifle angle).

I've seen games that include the effects of breathing, wind, and sometimes fatigue. Think I've seen one that actually factored in arc but only on a sniper rifle.
Exactly. Because it's pointless and expensive.

3. sorry my internet keeps fusking up

parabolics is the way you would do it
you combine the instantaneous velocity of all forces to get parabolic movement, but you never actually use the parabolic equation

I never said it was GOOD to use a sine wave in a game, im just saying it IS there , and somewhat relavant... we are afterall talking about how to most accurately model bullet movement...

there is another factor you guys never touched upon, and it ties into sine wave movement...the speed (as in the magnitude of the velocity) isn't constant. the speed listed on boxes of ammunition is either the top speed or average speed (I dont' remember which) but the bullet never has the same rate of change per second. the guy that tried to kill reagan failed to because his gas tipped bullets didn't have enough speed to break apart and explode (they were pressurized). I'm looking through my old notebooks to try to find the equation that relates mass and speed to the wave

here's the picture:

http://www.thedevelopersalliance.com...12345/sine.JPG

4. Exactly. Because it's pointless and expensive
Pointless to you maybe, but those of us that like realism don't find it pointless.

5. I don't think the breathing calculation would be pointless, I think the sine wave thing would be pointless (I just wanted it acknowledged that it exists)

6. Why don't you simply use laser guided bullets? Problem solved