FPS Ballistics Demo
I have always been fascinated with ballistics and firearms ever since I was a little kid.
Platform
PC
Engine
Unity 4
Technologies Used

I have always been fascinated with ballistics and firearms ever since I was a little kid. I actually had the idea of making a videogame where you don’t just press R to reload, but you had to operate the firearm in every little action needed to get it ready to fire. Sounds familiar? Right, well, somebody else did it first! But I don’t think I’d have been able to do it better.
So, heavily inspired, I set out to make a quick playground to test around with ballistics. Since I’ve also always been a fan of the Sniper Elite series ever since the demo for Sniper Elite V2 dropped, I also wanted to play around with hit prediction. In that game, if you lead a shot on a far away target, the game calculates where you’ll hit it. Naturally I don’t know how accurate it is, but I figured I’d try to figure something out. So there you go, an attempt at a Receiver & Sniper Elite hybrid. I focused on ballistics and prediction first. I also liked the idea of procedural animations like Receiver does, so instead of using animation keyframes everything is animated by interpolating numbers around.
I didn’t make bullets to be physical objects, they’re actually a zero-dimensional point in space that I move around with physics formulas, raycasting between previous point and next frame’s point. They probably were not super time-accurate especially considering I only really knew how to multiply by delta-time, wasn’t aware that non linear functions don’t do well when simply multiplying everything by deltatime.