I made a post earlier asking about how to implement projectile based shooting with bullet drop (https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/1525645-how-do-i-implement-projectile-based-fps-shooting-the-right-way) but after I posted it I started to wonder if you could simulate bullet drop with line tracing since projectile based shooting is more performance heavy. But how much more performance heavy is it compared to line tracing? Is it worth the performance sacrifice (I plan to use full-auto weapons)?
I heard a rumor that projectile bullets can’t detect collisions/hits if their velocity is too high. Is that true? I don’t want my shooting system to be unreliable/inconsistent. Is there a way to solve this?
So far I have 3 different methods for implementing bullet drop:
- Shoot a straight line trace and then calculate the how far down from the hit point the ACTUAL hit point needs to be when taking bullet drop into account. I calculate this downwards vector with the help of the distance of the line trace and an artificial “bullet speed” value. After that I fire a second line trace which will be the actual bullet hit and this line trace ends in the calculated bullet drop hit point. Looks something like this: https://forum.unity.com/attachments/upload_2016-1-27_18-29-38-png.171212/
- Create a line trace arc by using multiple short line traces (not sure how to do that exactly yet).
- Just use projectiles and let the physics do it’s job.
Is there a difference in performance between Method 2 and 3? What are the pros and cons of each method and why?
Here I go rambling again… sorry. Bottom line is I want to know the pros and cons of simulating bullet drop with line traces vs projectiles and know which method is most common among FPS games with bullet drop. Sorry for sounding like a broken record considering I’ve already posted a similar question.