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Hi, I've got this little piece of well known code for calculating lead on a target:
Vector2D LeadTarget( Vector2D sp, float bs, Vector2D tp, Vector2D tv )
{
Vector2D D = tp - sp;
float E = D.Dot( D );
float F = 2 * tv.Dot( D );
float G = bs * bs - tv.Dot( tv );
float t = ( F + sqrt( F * F + 4 * G * E) ) / ( G * 2 );

return D / t + tv;
}

This, quite naturally, only works for targets travelling in a straight line at constant velocity. What I would like to know is, how would you do it for targets on curved tragectories that also have acceleration?? (If it can be done without resorting to numerical methods). Cheers, arm

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Well, your lead calculation could actually be looked at as a first order Taylor approximation of the path of the target on the screen. All you have to do is add more terms (a t2 term, t3 term etc.) and evaluate it as you evaluate the first order approximation.