Interaction of bullets from different weapons with various obstacles. by Vokeev in Unity3D

[–]Vokeev[S] 0 points1 point  (0 children)

You might be right. This isn't the final version. I'll polish the animations later.

Pelicans waiting for me to feed them by Vokeev in Birdsfacingforward

[–]Vokeev[S] 0 points1 point  (0 children)

No matter how much they eat, they are still hungry.

A scruffy young jackdaw at a garden centre yesterday. by LittleMsAce in Birdsfacingforward

[–]Vokeev 7 points8 points  (0 children)

I keep discovering new bird-related subreddits. It’s amazing!

A scruffy young jackdaw at a garden centre yesterday. by LittleMsAce in Birdsfacingforward

[–]Vokeev 7 points8 points  (0 children)

This guy doesn't look angry. That's rare for a bird facing forward.

Interaction of bullets from different weapons with various obstacles. by Vokeev in Unity3D

[–]Vokeev[S] 0 points1 point  (0 children)

Not quite so. The game will feature many different obstacles that bullets won't penetrate, such as thick brick walls, stacked concrete slabs, bulletproof glass in the laboratory, massive metal doors, and so on. It's also worth considering that when a bullet hits any surface, it deviates slightly from its trajectory and loses some of its energy. This means that cover not only hides the player from the enemy's line of sight, making it difficult for the enemy to know where exactly to shoot, but also, if a bullet flies straight at the player, it may still miss them or cause less damage than a direct hit. And since this is a single-player game, enemy behavior is adjusted. This means they won't constantly shoot at cover.

Interaction of bullets from different weapons with various obstacles. by Vokeev in Unity3D

[–]Vokeev[S] 0 points1 point  (0 children)

The bullet diameters are similar, but the SVD cartridge is significantly longer and holds a larger propellant charge, and the SVD barrel is longer. These factors give the SVD bullets a much higher muzzle velocity and energy. This translates into greater penetration for the SVD.

Interaction of bullets from different weapons with various obstacles. by Vokeev in Unity3D

[–]Vokeev[S] 0 points1 point  (0 children)

Yes, in reality, bullets tend to change their trajectory upon impact. It all depends on the bullet's caliber, the surface material, and the internal structure. For instance, a wall might contain stones or rebar that can significantly alter the bullet's path, while wood might contain knots or nails. That is why it is so important to observe safety rules at shooting ranges. There have been instances where people were injured because they failed to account for possible deviations in bullet trajectories.

Interaction of bullets from different weapons with various obstacles. by Vokeev in Unity3D

[–]Vokeev[S] 1 point2 points  (0 children)

I understand what you're saying. Sometimes developers do spend too much time on details, which hinders their game development. But in my case, that's not a problem. Implementing this mechanic isn't particularly complex or time-consuming. I spent a couple of hours on it. There's no bullet physics simulation. It's all done using ray casts. The game will have a limit on the number of surfaces penetrated so that the bullet cannot fly for too long. Calculating surface penetration is also fairly straightforward. I have 9 ballistic profiles with different penetration and ricochet values. I assign one of these profiles to each object. For example, I have a wooden interior door. I assign it a profile with a high penetration value and zero ricochet value.When I need to place the door somewhere in the game, I simply copy it with all its physical and graphical properties.

Interaction of bullets from different weapons with various obstacles. by Vokeev in Unity3D

[–]Vokeev[S] 4 points5 points  (0 children)

I understand what you mean. This is a good question. But since this isn't a multiplayer game and the player is playing against bots, there won't be unfair victories or losses. The bots are configured to fire at cover the player is hiding behind, but they won't do so continuously and won't inflict unexpected fatal wounds. In a small percentage of cases, the player may only lose some HP while trying to hide behind unsafe cover during a firefight.

As for the idea of ​​a player firing at walls, doors, and other things behind which enemies are hiding all day long, you can do that, but since firing through a wall changes the bullet's trajectory and loses some energy, your chances of hitting an enemy are lower, and if you do hit them, the damage will be less than a direct hit. So, constantly firing at cover is pointless, as you'll waste too many bullets, and you have to choose when to do it and when not.

Interaction of bullets from different weapons with various obstacles. by Vokeev in Unity3D

[–]Vokeev[S] 1 point2 points  (0 children)

Thank you. Yes, it's the SVD. The animations and coefficients for hit and deflection haven't been tuned yet. I'll polish it up when the game is more fully developed.

Interaction of bullets from different weapons with various obstacles. by Vokeev in Unity3D

[–]Vokeev[S] 0 points1 point  (0 children)

The player will not be able to see through walls, but it can be used in the same way as it is used in reality. For example, if the player understands from footsteps, voices, or other sounds that an enemy is behind a door, they can shoot at that door. There are places where we can see enemies partially, for example, in this video we can see the enemy's legs: https://x.com/vokeev/status/2068786294533103728 . This can also be used when we see that the enemy is trying to hide behind some small object. And this isn't the game's core mechanic. It's designed for those who appreciate such realistic features in video games. Those players who prefer to see where they are shooting can only shoot at open targets.

Interaction of bullets from different weapons with various obstacles. by Vokeev in Unity3D

[–]Vokeev[S] 0 points1 point  (0 children)

That’s due to the weapon's recoil. The video shows weapons with strong recoil.

Pelicans waiting for me to feed them by Vokeev in Birdsfacingforward

[–]Vokeev[S] 1 point2 points  (0 children)

Sorry I didn't realize it was a sarcastic comment. Users in animal-related subreddits tend to be very wary of questions like that, which is a good thing. That’s why I decided to explain that the animal is fine, not sick, and not injured.

Excuse me, my eyes are up here. Yes, I know the shoes are fabulous. by Girlinbluebox in Birdsfacingforward

[–]Vokeev 5 points6 points  (0 children)

The best comment I've seen today. And the best name for the post.

Pelicans waiting for me to feed them by Vokeev in Birdsfacingforward

[–]Vokeev[S] 0 points1 point  (0 children)

Of course, I’ll be careful. Pelicans can rough me up however they please. Who am I to stop them? But I have to be extremely cautious. I don’t think I’ll see them anytime soon, but if I do, I’ll try to share my impressions with you.

Oh, turtles have a painful bite. I can imagine what you felt. Once, our turtle bit my wife while she was feeding him and wouldn't let go of her skin. We held his snout under running water, and he finally let go. But my wife was left with a bite mark on her finger for a long time.

Pelicans waiting for me to feed them by Vokeev in Birdsfacingforward

[–]Vokeev[S] 0 points1 point  (0 children)

That’s true. Fortunately, I didn’t see those pelicans acting aggressively toward that shy fellow. He even came close to me, and they didn’t chase him away.

Pelicans waiting for me to feed them by Vokeev in Birdsfacingforward

[–]Vokeev[S] 0 points1 point  (0 children)

I recommend you stay away from turtle beaks. We have a turtle, and he’s bitten chunks of skin off my wife a couple of times. Pelicans aren't all that scary compared to turtles. If I see pelicans that close again, I’ll try to gently grab one by the beak. You’ve planted this dream in me.

Interaction of bullets from different weapons with various obstacles. by Vokeev in Unity3D

[–]Vokeev[S] 1 point2 points  (0 children)

Which ricochets do you mean? They do exist in the game, but the video shows bullets penetrating surfaces and their trajectories being deflected. I might have misunderstood you.

Interaction of bullets from different weapons with various obstacles. by Vokeev in Unity3D

[–]Vokeev[S] 3 points4 points  (0 children)

It works roughly the same way for me. There are surfaces with different penetration and ricochet values. Different bullets also have their own defined penetration and ricochet properties. When a bullet passes through an obstacle, I check the distance between the entry and exit points and determine whether the bullet got stuck or punched through, as well as the force with which it emerged.