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### #ActualCygon

Posted 07 May 2012 - 06:01 AM

I'm writing a small strategy game that involves launching missiles from silos and mobile launchers over moderate distances (i.e. shooting across the entire map). These launches will also be shown like cinematics from the side and if I can manage, with the camera following a missile salvo.

I guess there won't be some kind of convenient library like there is for physics in driving games that I could just use to take care of everything?

My trouble already begins with the launch.
• I'm assuming small missiles achieve aerodynamic flight right out of the launcher (their acceleration is huge), so these can go right over to the targeting phase.
• Manned rockets seem to be launched vertically and have an acceleration phase during which they are unstable (being prevented from falling over by thrust vectoring) - is that the case with larger missiles like ICBMs, too? Are there any big missiles that are launched at an angle?
Next is targeting:
• How does a missile hit a certain position on the ground? Probably, there is a cruise phase where the missile climbs to and holds a certain height, but at some point, it has to dive to the target. If the missile was capable of instantaneous direction changes, I could calculate the point where the dive begins given the desired angle of impact, but the direction change will hardly be that abrupt.
• It gets even more difficult for missiles designed to intercept other missiles. If I have an object's position, direction & velocity, it's probably possible to calculate the direction a missile needs to travel in order to hit the target given an initial position and constant velocity. Any got such a formula or links to it?
I'm not aiming for total realism, I just want it to look good ;)

### #3Cygon

Posted 07 May 2012 - 06:00 AM

I'm writing a small strategy game that involves launching missiles from silos and mobile launchers over moderate distances (i.e. shooting across the entire map). These launches will also be shown like cinematics from the side and if I can manage, with the camera following a missile salvo.

I guess there won't be some kind of convenient library like there is for physics in driving games that I could just use to take care of everything?

My trouble already begins with the launch.
• I'm assuming small missiles achieve aerodynamic flight right out of the launcher (their acceleration is huge), so these can go right over to the targeting phase.
• Manned rockets seem to be launched vertically and have an acceleration phase during which they are unstable (being prevented from falling over by thrust vectoring) - is that the case with larger missiles like ICBMs, too? Are there any big missiles that are launched at an angle?

Next is targeting:
• How does a missile hit a certain position on the ground? Probably, there is a cruise phase where the missile climbs to and holds a certain height, but at some point, it has to dive to the target. If the missile was capable of instantaneous direction changes, I could calculate the point where the dive begins given the desired angle of impact, but the direction change will hardly be that abrupt.
• It gets even more difficult for missiles designed to intercept other missiles. If I have an object's position, direction & velocity, it's probably possible to calculate the direction a missile needs to travel in order to hit the target given an initial position and constant velocity. Any got such a formula or links to it?

I'm not aiming for total realism, I just want to to look good ;)

### #2Cygon

Posted 07 May 2012 - 05:57 AM

I'm writing a small strategy game that involves launching missiles from silos and mobile launchers over moderate distances (i.e. shooting across the entire map). These launches will also be shown like cinematics from the side and if I can manage, with the camera following a missile salvo.

I guess there won't be some kind of convenient library like there is for physics in driving games that I could just use to take care of everything?

My trouble already begins with the launch.
• I'm assuming small missiles achieve aerodynamic flight right out of the launcher (their acceleration is huge), so these can go right over to the targeting phase.
• Manned rockets seem to be launched vertically and have an acceleration phase during which they are unstable (being prevented from falling over by thrust vectoring) - is that the case with larger missiles like ICBMs, too? Are there any big missiles that are launched at an angle?
Next is targeting:
• How does a missile hit a certain position on the ground? Probably, there is a cruise phase where the missile climbs to and holds a certain height, but at some point, it has to dive to the target. If the missile was capable of instantaneous direction changes, I could calculate the point where the dive begins given the desired angle of impact, but the direction change will hardly be that abrupt.
• It gets even more difficult for missiles designed to intercept other missiles. If I have an object's position, direction & velocity, it's probably possible to calculate the direction a missile needs to travel in order to hit the target given an initial position and constant velocity. Any got such a formula or links to it?
I'm not aiming for total realism, I just want to to look good ;)

### #1Cygon

Posted 07 May 2012 - 05:56 AM

I'm writing a small strategy game that involves launching missiles from silos and mobile launchers over moderate distances (i.e. shooting across the entire map). These launches will also be shown like cinematics from the side and if I can manage, with the camera following a missile salvo.

I guess there won't be some kind of convenient library like there is for physics in driving games that I could just use to take care of everything?

My trouble already begins with the launch. I'm assuming small missiles achieve aerodynamic flight right out of the launcher (their acceleration is huge), so these can go right over to the targeting phase.

Manned rockets seem to be launched vertically and have an acceleration phase during which they are unstable (being prevented from falling over by thrust vectoring) - is that the case with larger missiles like ICBMs, too? Are there any big missiles that are launched at an angle?

Next is targeting:

How does a missile hit a certain position on the ground? Probably, there is a cruise phase where the missile climbs to and holds a certain height, but at some point, it has to dive to the target. If the missile was capable of instantaneous direction changes, I could calculate the point where the dive begins given the desired angle of impact, but the direction change will hardly be that abrupt.

It gets even more difficult for missiles designed to intercept other missiles. If I have an object's position, direction & velocity, it's probably possible to calculate the direction a missile needs to travel in order to hit the target given an initial position and constant velocity. Any got such a formula or links to it?

I'm not aiming for total realism, I just want to to look good ;)

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