Game Projectile Calculator
Calculate ballistic trajectory range, maximum apex height, flight time, and velocity vectors for weapons, rockets, and physics projectiles.
WEAPON BALLISTICS PRESETS
Click any weapon profile below to simulate its trajectory:
| WEAPON | VELOCITY / ANGLE | EST. RANGE |
|---|---|---|
| RPG / Rocket Pod | 80 m/s @ 45° | 652.4 m |
| Mortar High Arc Strike | 65 m/s @ 60° | 372.4 m (Apex 161m) |
| Tank AP Flat Trajectory | 250 m/s @ 15° | 3,185.5 m |
| High-Velocity Sniper Rifle | 850 m/s @ 5° | 12,790 m |
| Lunar Gravity Bomb (Moon) | 50 m/s @ 45° (1.62g) | 1,543.2 m |
PROJECTILE KINEMATICS
Ballistic movement in games models unguided munitions, grenades, arrows, and artillery.
TRAJECTORY FORMULAS
Equations of motion under uniform gravitational acceleration:
Max Height (H) = (v₀ × sin(θ))² / (2g)
Flight Time (T) = (2 × v₀ × sin(θ)) / g
Developer Note: In Unity 3D, assigning rigidbody.linearVelocity = initialVelocityVector natively executes these exact physics curves through PhysX.
FREQUENTLY ASKED QUESTIONS
Common questions regarding projectile arcs, raycasting vs physics projectiles, and ballistic math.
Should I use Raycasting (Hitscan) or Physics Projectiles for guns?
Why does 45 degrees give the longest range?
sin(2θ). The sine function reaches its maximum possible value of 1.0 when its internal argument is 90° (2 × 45° = 90°), yielding maximum range on level ground.
How do I prevent fast projectiles from passing through colliders in Unity?
Continuous Dynamic or Continuous Speculative. Alternatively, cast a forward raycast each frame equal to velocity * Time.deltaTime.
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