I’m trying to make a ball physics systems where a ball can curve to the right.
For that i tried multiple stuffs, one of my idea rn is to use fastcast since the hit detection will be easier and accurate.
However i’m stuck on the fact that idk how to create a bezier curve to the right using fastcast (or with any cframe stuff ngl)
I don’t really know if there could be a better way to do this without fastcast but if you have any suggestions i’m taking it. Also one of my problem with fastcast is that i don’t know how to simulate the bounce of the ball.
With fastcast you simply just change the Acceleration value. FastCast handles curving out of the box. Check the fastcast example gun to see how its implemented.
I don’t think a bezier curve is the best way to model projectile motion. You’re better off looking into SUVAT equations - although I’m pretty sure fastcast has velocity and acceleration already.
The Acceleration value does make the gun projectile arc down. But what if I want to arc the gun projectile up at the start? So its like a full bridge instead of half of the bridge if you get what I’m saying.
the intention of an arc is so the player would arc the bullet up themselves, if you want to solve that with acceleration then you would need extremely advanced physics
Did anyone figure this out? Currently also trying to do this, but I can’t figure out implementing a ‘dynamic’ acceleration. And it’s not to figure out gravity or whatever, it’s specifically to have projectiles diverge and converge again. Much appreciated in advance if someone has figured it out.