Features:
- In-flight projectile simulation and drag computation with customizable levels of complexity
- Per-surface bullet penetration and ricochet calculations
- Multi-threaded simulation framework, removing almost all work from the game thread
- None of the overhead that comes with actors or components
- Blueprint exposure of most functionality
- Simple to use out of the box
- Incorporates mathematics from a variety of fields including material science, ballistics, aerodynamics, fluid dynamics, and impact mechanics
- Written in C++ with performance in mind
- Data-Driven bullet/projectiles and materials
- Fully customizable bullets and projectiles
- Advanced versions of many core functions
Code Modules:
- TerminalBallistics (Runtime)
Number of Blueprints: 0
Number of C++ Classes: 13
Network Replicated: Yes
Supported Development Platforms: Win64, Win32, Mac, Linux
Supported Target Build Platforms: Win64, Win32, Mac, Linux
Documentation: https://github.com/ErikHedberg/Terminal-Ballistics-Example-Project/wiki
Example Project: https://github.com/ErikHedberg/Terminal-Ballistics-Example-Project/wiki/Example-Project-Links
特征:
- 具有可定制复杂程度的飞行射弹模拟和拖动计算
- 每表面子弹穿透和跳弹计算
- 多线程模拟框架,从游戏线程中删除几乎所有的工作
- 没有actor或组件带来的开销
- 大部分功能的蓝图曝光
- 开箱即用简单
- 结合了材料科学、弹道学、空气动力学、流体动力学和冲击力学等多个领域的数学
- 用c++编写,注重性能
- 数据驱动的子弹/射弹和材料
- 完全可定制的子弹和射弹
- 许多核心功能的高级版本
代码模块:
- TerminalBallistics(运行时)
蓝图数目:0
C++类数:13
网络复制:是
支持的开发平台:Win64、Win32、Mac、Linux
支持的目标构建平台:Win64,Win32,Mac,Linux
文件:https://github.com/ErikHedberg/Terminal-Ballistics-Example-Project/wiki
示例项目:https://github.com/ErikHedberg/Terminal-Ballistics-Example-Project/wiki/Example-Project-Links
With Terminal Ballistics, you can easily simulate bullets and projectiles in your projects, from launch to impact and beyond.
Links: Wiki | Example Project
The aim of this plugin is to allow anyone to integrate complex and realistic ballistics into their project, regardless of skill level. From simple to use blueprint nodes to in depth functions, there’s something for everyone, beginner or expert.
Choose from a set of built-in calibrated bullets or create your own using a simple to use data asset driven system with plenty of options to choose from.
Impact
Within ballistics, the often complex study of what happens when a projectile collides with something is called “Terminal Ballistics”. As such it should come as no surprise that bullet penetration is at the forefront of this plugin. A must have
in this era of gaming where immersion and realism are the name of the game, bullet penetration is not always done well and can be difficult to pull off. With the goal of making it both realistic and easy to use, Terminal Ballistics takes a material
science based approach, using the unique material properties of each surface to determine the likelihood of penetration, material failure, and energy loss. Using this system, projectiles can have complex collisions, penetrations, and ricochets with actors, meshes, and anything that has collision, with little setup required. This means all you have to do is assign a physical material to your mesh and call it a day. No number crunching or wild guesses required.
What comes up, must come down
During flight, the forces experienced by each projectile are accurately simulated to a customizable degree of complexity, from basic drag calculations, to the inclusion of wind forces, all the way up to complex 3D drag and wind simulation taking into account the temperature, humidity, and even air pressure of your project’s environment.
The aerodynamic performance of each bullet is based off of real world data, and even the smallest details matter.
Simulate hundreds of bullets at a time
With a unique multithreaded system spawning zero actors or components, you don’t need to worry about simulating thousands of actors at once, spawning components or actors, replicating them, and destroying them. All of that is taken care of for you, with minimal impact on the game thread, and none of the overhead that comes with the actor/component based approach for projectiles.
In fact, if you were so inclined you could even use this system to simulate individual pieces of grenade shrapnel for those situations where you really want to pepper the environment with deadly shards of metal.
Do it your way
With a substantial number of settings to play around with, you can customize this plugin in a multitude of ways. From the aforementioned drag complexities, to the tick rate of the simulation, lifetime of projectiles, material properties, collision channel and more, you are bound to find just the right configuration for your project.
使用终端弹道,您可以轻松地模拟项目中的子弹和射弹,从发射到撞击以及更远。
这个插件的目的是允许任何人将复杂和现实的弹道学集成到他们的项目中,无论技能水平如何。 从简单的蓝图节点到深入的函数,无论是初学者还是专家,都有适合的东西。
从一组内置的校准项目符号中选择,或者使用一个简单易用的数据资产驱动系统创建自己的项目符号,并提供大量选项可供选择。
影响
在弹道学中,对弹丸与某种东西碰撞时发生的事情的复杂研究通常被称为”终端弹道学”。 因此,子弹穿透是这个插件的最前沿也就不足为奇了。 A必须有
在这个游戏时代,沉浸感和现实主义是游戏的名称,子弹穿透并不总是做得很好,可能很难拉开。 为了使它既现实又易于使用,终端弹道学需要一种材料
基于科学的方法,使用每个表面的独特材料属性来确定渗透,材料失效和能量损失的可能性。 使用这个系统,投射物可以与actor、网格体以及任何有碰撞的东西进行复杂的碰撞、穿透和跳弹,而无需进行任何设置。 这意味着您所要做的就是为网格体分配一个物理材质,然后收工。 不需要数字运算或疯狂猜测。
上来的,必须下来
在飞行过程中,每个弹丸所受的力都被精确地模拟到可定制的复杂程度,从基本的阻力计算到包括风力,一直到复杂的三维阻力和风力模拟,同时考虑到项目环境的温度、湿度甚至气压。
每颗子弹的空气动力学性能都基于真实世界的数据,即使是最小的细节也很重要。
一次模拟数百发子弹
具有独特的多线程系统产卵 零 actor或组件,您无需担心一次模拟数千个actor,生成组件或actor,复制它们并销毁它们。 所有这些都是为您处理的,对游戏线程的影响最小,并且不会产生基于actor/component的投射方法带来的开销。
事实上,如果你有这样的倾向,你甚至可以用这个系统来模拟 个人 片手榴弹弹片的那些情况下,你真的想胡椒的环境与致命的金属碎片。
按你的方式做
有了大量的设置来玩,您可以通过多种方式自定义此插件。 从上面提到的阻力复杂性,到模拟的滴答率,投射物的寿命,材料属性,碰撞通道等,您一定会找到适合您的项目的正确配置。
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