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Projectile weapon

Programming På svenska → Updated: 2026-10-27

A weapon whose shot is an object in its own right, with velocity and a trajectory, travelling through the world tick by tick until it hits something.

Where hitscan settles a hit with a single ray in the same frame, here the engine spawns an object that moves every physics step, feels gravity and sometimes drag, and is checked for collisions along the way. Quake's rocket launcher (1996) is the textbook case: slow enough to dodge, which made it a weapon where you aim at where your opponent is going to be. Later games such as Battlefield modelled rifle fire the same way, with bullet drop and travel time at long range.

Fast projectiles are awkward: a bullet moving two metres per tick will skip clean over a thin wall. The fix is to test a ray or sphere sweep between the previous and current position — continuous collision detection in miniature. In multiplayer, the server also has to simulate them while each client shows a predicted copy.

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