This is helpful for a math IA I'm writing. I've been struggling with taking in what I've learned and putting it into words, especially on an important essay.
I've been trying to give myself examples to work with. Like if this target was this distance away, and I threw this projectile with this much initial velocity, what would the angle be to hit said target. I want it to seem practical in an irl scenario but I can't think of the formula.
Thanks, I've been pretty busy lately but do want to get back into uploading regularly. The projectile with drag video is already recorded and should be up tomorrow!
I'm watching this video to be better at a video game. So basically the game I'm playing is about the Napoleonic wars and I am a part of a cannon crew. There has been a major War between our faction and another faction running since 2020. In the game there is a feature In of that you can use a spyglass as a (sort of) rangefinder because it calculates Studs (The measurement system the game uses). Through some google searches I found out that a Stud is equal to 0.28M and now all i have to do is figure out the muzzle velocity of the cannon then i can plug in all of the information and create an analog calculator to determine the Angle i need to aim to hit a target (X) Studs away. Thanks for all the info!
@@jed5820 Yes I did actually, I created a Cheat sheet with all of the High trafficked areas from different Major Artillery positions and I usually have it up on the second monitor. The reason why I did this over doing the math on the fly is that The commanders of the different regiments have become aware of the cannons and know that they need to move every so often. So by the time I complete the calculations and all the cannons turn to the Previous positions, The enemy has already moved.
This was GREAT! Freya Holmers Math for Game dev series. Has given me enough of a basic understanding that I can at LEAST keep up. For the record: I am making a movement system and part of this movement system has wall running. But I notice that a lot of wall running in video games just. . .creates this extra speed and velocity. And it always looks and feels. . .rigged when executed. The idea was/is to see what results I get after revisiting some topics I should have paid attention to in high school 15 years ago. Lol. Great Vid.
Thanks for the comment, glad you enjoyed the video. As it happens I'm also interested in game development and spent a few months earlier this year writing a 2D physics engine from scratch - there's a lot of very interesting maths & physics required to get realistic behaviour! Hoping to do a series of videos on this some day. Good luck with your project!
C++? You need a math library with trigonometric functions. Cmath doesn't have them. You can declare a double figure and call it theta = u/v then do a cout
The weight doesn't affect the trajectory because all objects fall with a gravitational acceleration of g on the Earth. This is ultimately because of the equivalence of gravitational and inertial mass!
This is helpful for a math IA I'm writing. I've been struggling with taking in what I've learned and putting it into words, especially on an important essay.
I've been trying to give myself examples to work with. Like if this target was this distance away, and I threw this projectile with this much initial velocity, what would the angle be to hit said target. I want it to seem practical in an irl scenario but I can't think of the formula.
Glad to hear it was helpful. Indeed, there are lots of potential applications of this equation!
Really interesting video! It’s good to see you’re making videos again, I’m looking forward to the projectile with drag video
Thanks, I've been pretty busy lately but do want to get back into uploading regularly. The projectile with drag video is already recorded and should be up tomorrow!
Just start with Newton’s second law and integrate up
Yup, exactly. With velocity-dependent drag we end up needing to solve a second-order ODE directly so the maths is a little more involved.
I'm watching this video to be better at a video game. So basically the game I'm playing is about the Napoleonic wars and I am a part of a cannon crew. There has been a major War between our faction and another faction running since 2020. In the game there is a feature In of that you can use a spyglass as a (sort of) rangefinder because it calculates Studs (The measurement system the game uses). Through some google searches I found out that a Stud is equal to 0.28M and now all i have to do is figure out the muzzle velocity of the cannon then i can plug in all of the information and create an analog calculator to determine the Angle i need to aim to hit a target (X) Studs away. Thanks for all the info!
Very nice, hope you manage to get it working!
Did you ever get it to work?
@@jed5820 Yes I did actually, I created a Cheat sheet with all of the High trafficked areas from different Major Artillery positions and I usually have it up on the second monitor. The reason why I did this over doing the math on the fly is that The commanders of the different regiments have become aware of the cannons and know that they need to move every so often. So by the time I complete the calculations and all the cannons turn to the Previous positions, The enemy has already moved.
@@Mjcubed15 That sounds so cool! What game is it?
its impressive to think they had computers that were able to calculate all of this in matter of seconds in the 40s
Brilliant explanation
Thanks, I'm glad it was helpful!
This was GREAT! Freya Holmers Math for Game dev series. Has given me enough of a basic understanding that I can at LEAST keep up.
For the record: I am making a movement system and part of this movement system has wall running. But I notice that a lot of wall running in video games just. . .creates this extra speed and velocity. And it always looks and feels. . .rigged when executed.
The idea was/is to see what results I get after revisiting some topics I should have paid attention to in high school 15 years ago. Lol.
Great Vid.
Thanks for the comment, glad you enjoyed the video. As it happens I'm also interested in game development and spent a few months earlier this year writing a 2D physics engine from scratch - there's a lot of very interesting maths & physics required to get realistic behaviour! Hoping to do a series of videos on this some day. Good luck with your project!
What is the best website to find theorems on: Physics, Math, Mechanics and Dynamics?
have a code problem where I want to translate a target distance and height into a firing angle
Njeri me tope?
C++? You need a math library with trigonometric functions. Cmath doesn't have them.
You can declare a double figure and call it theta = u/v then do a cout
"Why are you learning this?"
A robotics enthusiast: Nothing really important (CiWS)
How is the weight of the projectile calculated in?
The weight doesn't affect the trajectory because all objects fall with a gravitational acceleration of g on the Earth. This is ultimately because of the equivalence of gravitational and inertial mass!
@@DrBenYelverton thanks!
This is just only for 45 degree angle of inclination ...
The angle θ is arbitrary here!
Using this for American football
Watching this to become better at bow masters 🤞
That's some impressive dedication!
I really dont know what im doing here in yr 5
Neither do I, I suggest coming back in 7 years' time!