Ballistics
Other (objects, etc.) concept
231
games
39platforms
Models projectile physics by allowing them to bounce off and penetrate certain materials as well as drop due to gravity, possibly including effects of wind and others.
Notable people involved: Matt Thorson, Dark Flame Wolf, Arne Niklas Jansson, Eiji Aonuma and Herman Miller
Alternate names: Projectile physics, Bullet physics, Bullet drop
X360 2008-11-17
WIN 2010-02
WIIU 2016-03-04
WIN 1999-08-18
LIN 2001
LIN 2003-05-09
LIN 2007-09-29
PS4 2016-01-19
NES 1987-04-14
WIN 2001-03-15
LIN 2007-09-28
N64 1997-02-01
See also: overpenetration (technically part of ballistics but often treated separately)
Related: (shooter realism)
* Dynamic accuracy
If you were looking for bullet physics library, go here.
Related: (shooter realism)
* Dynamic accuracy
If you were looking for bullet physics library, go here.
Aspects:
* Gravity affects projectiles - bullets/arrows drop with distance rather than flying in a straight line unaffected by gravity
* Drag or air resistance - projectile speed drops with distance traveled, may affect only effective range of the weapon but may involve reduced damage/penetration properties
* Wind shear - wind blows projectiles off course
* Overpenetration
* Ricocheting
* Overmatch
* Materials
Common in tactical shooters, some others also use it to improve realism.
For strategy games this can be assumed to indicate the game simulates the flightpath of the projectiles rather than doing hitscanning (and does this to see if the projectile actually hits, not just for the graphics).
* Gravity affects projectiles - bullets/arrows drop with distance rather than flying in a straight line unaffected by gravity
* Drag or air resistance - projectile speed drops with distance traveled, may affect only effective range of the weapon but may involve reduced damage/penetration properties
* Wind shear - wind blows projectiles off course
* Overpenetration
* Ricocheting
* Overmatch
* Materials
Common in tactical shooters, some others also use it to improve realism.
For strategy games this can be assumed to indicate the game simulates the flightpath of the projectiles rather than doing hitscanning (and does this to see if the projectile actually hits, not just for the graphics).
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The first Ballistics video game was released in 1983.
Nintendo published most of these games.