4 minutes ago, Fulcrum.013 said:
This dependense has been bring in to have a realistic trajectory angles at target. It has give ability to calculate armore penetraion close to reality.
Yes, but again it isn't realistic physics. First, World of Worships uses ray tracing, to emulate projectile ballistics.
For example a ray is traced to target to see what angle the projectile hits the target at, then using dot product on the tangent to see at what angle it hits. Each ship class has armour properties for each part and each shell has piercing properties. There scatter depends on a multi dice roll, that was refined to emulate real splatter charts.
Air pressure would be some kind of defined data property, probably a depth map, or volumes assigned be level designers. cross product line intersection is good for faking viscosity, along with a depth map.
After all this math is calculated:
The projectile particle is fired, following the trajectory of the ray, to show the player what had happened under hood. When the projectile hits, physics engine is used for the first time, but here it is used only to emulate sparks, smoke and water splashes for particles; none of these affect the gameplay.
Of course ray tracing is physics, however the Hull, Air pressure, viscosity, mass, velocity, ricochet and all other data types would be predefined; unrealistic values fine tuned to give a convincing and intertaining emulation.
A good example is how slow there projectiles are, real world projectiles are almost instant to the human eye, but theres is just stylish feedback for the system underneath.
Think about it, if you wanted to emulate realistic piercing of a projectile hitting a piece of wood, how would you do it?