I apologize if this is the wrong place to post this. I'm working on a pc and app game called SimSniper.
I've played a lot of video game shooters but they don't emulate a lot physics. So I'm building a game where you have bullet drop and wind to compensate for.
A question I have is
- is a 9.8m/s bullet drop realistic enough to emulate a real bullet?
I noticed that drop tables don't always follow that
Also if you want to test it out you can play it here (requires a unity 3D plugin)
Sim Sniper
The mil-dots don't really work yet I have to align em up to a 100 yards but I guess that depends on maximum magnification.
Some other features I wanted to implement are
- Trigger pull (so the user has to pull a trigger straight back to fire)
- Temperature based velocity of bullets
- Slight windage (earth spin) effects on long range shots
I've played a lot of video game shooters but they don't emulate a lot physics. So I'm building a game where you have bullet drop and wind to compensate for.
A question I have is
- is a 9.8m/s bullet drop realistic enough to emulate a real bullet?
I noticed that drop tables don't always follow that
Also if you want to test it out you can play it here (requires a unity 3D plugin)
Sim Sniper
The mil-dots don't really work yet I have to align em up to a 100 yards but I guess that depends on maximum magnification.
Some other features I wanted to implement are
- Trigger pull (so the user has to pull a trigger straight back to fire)
- Temperature based velocity of bullets
- Slight windage (earth spin) effects on long range shots