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Question by Barsik_The_CaT · Mar 20, 2018 at 05:54 AM · projectilesprediction

Implementing different types of projectiles

I am looking for some insights about making different projectiles for my TD game test project. I've got a fair share of TD time back in Garena, so I have a bit of an idea what projectiles I want to use: Laser-like porjectile - simple hitscan, does not seem to be a problem (though I'd love to lear about its pitfalls if there are any). Machine-gun like animation (you might have seen it in Warcraft III - it has no projectile, but rather renders particles on the enemy on each attack). Seems simple enough too, Now the actual projectiles: Arrow-like porjectile - average speed, flies in straight line - how do I implement this without making it chase around its target? Am I to use some kind of formula that relies on target's transform.forward, its speed and delta from screen updates? Another one - a projectile that flies in an arc. Essentially it faces the same problem - how do I properly calculate a path for it?

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