cg小白兔 发表于 2024-8-14 10:41:49

Terminal Ballistics 1.0.54 适配UE5.3










The aim of this plugin is to allow anyone to integrate complex and realistic ballistics into their project, regardless of skill level. From simple to use blueprint nodes to in depth functions, there's something for everyone, beginner or expert.

Choose from a set of built-in calibrated bullets or create your own using a simple to use data asset driven system with plenty of options to choose from.

Impact
Within ballistics, the often complex study of what happens when a projectile collides with something is called "Terminal Ballistics". As such it should come as no surprise that bullet penetration is at the forefront of this plugin. A must have

in this era of gaming where immersion and realism are the name of the game, bullet penetration is not always done well and can be difficult to pull off. With the goal of making it both realistic and easy to use, Terminal Ballistics takes a material

science based approach, using the unique material properties of each surface to determine the likelihood of penetration, material failure, and energy loss. Using this system, projectiles can have complex collisions, penetrations, and ricochets with actors, meshes, and anything that has collision, with little setup required. This means all you have to do is assign a physical material to your mesh and call it a day. No number crunching or wild guesses required.

What comes up, must come down
During flight, the forces experienced by each projectile are accurately simulated to a customizable degree of complexity, from basic drag calculations, to the inclusion of wind forces, all the way up to complex 3D drag and wind simulation taking into account the temperature, humidity, and even air pressure of your project's environment.

The aerodynamic performance of each bullet is based off of real world data, and even the smallest details matter.
Simulate hundreds of bullets at a time

With a unique multithreaded system spawning zero actors or components, you don't need to worry about simulating thousands of actors at once, spawning components or actors, replicating them, and destroying them. All of that is taken care of for you, with minimal impact on the game thread, and none of the overhead that comes with the actor/component based approach for projectiles.

In fact, if you were so inclined you could even use this system to simulate individual pieces of grenade shrapnel for those situations where you really want to pepper the environment with deadly shards of metal.

With a substantial number of settings to play around with, you can customize this plugin in a multitude of ways. From the aforementioned drag complexities, to the tick rate of the simulation, lifetime of projectiles, material properties, collision channel and more, you are bound to find just the right configuration for your project.

Technical Details
Features:
In-flight projectile simulation and drag computation with customizable levels of complexity
Per-surface bullet penetration and ricochet calculations
Multi-threaded simulation framework, removing almost all work from the game thread
None of the overhead that comes with actors or components
Blueprint exposure of most functionality
Simple to use out of the box
Incorporates mathematics from a variety of fields including material science, ballistics, aerodynamics, fluid dynamics, and impact mechanics
Written in C++ with performance in mind
Data-Driven bullet/projectiles and materials
Fully customizable bullets and projectiles
Advanced versions of many core functions
Code Modules:
TerminalBallistics (Runtime)
Number of Blueprints: 0
Number of C++ Classes: 13
Network Replicated: Yes
Supported Development Platforms: Win64, Win32, Mac, Linux
Supported Target Build Platforms: Win64, Win32, Mac, Linux


这个插件的目的是让任何人都可以将复杂而逼真的弹道学集成到他们的项目中,无论技能水平如何。从简单易用的蓝图节点到深入的函数,每个人都有适合的东西,无论是初学者还是专家。

从一组内置的校准项目符号中进行选择,或者使用易于使用的数据资产驱动系统创建自己的项目符号,该系统有很多选项可供选择。

影响
在弹道学中,对弹丸与某物碰撞时发生的情况进行的复杂研究称为“末端弹道学”。因此,子弹穿透是这个插件的最前沿,这并不奇怪。A必须有

在这个游戏时代,沉浸式和现实主义是游戏的名字,子弹穿透并不总是做得很好,而且很难实现。为了使其既逼真又易于使用,终端弹道学采用了一种材料

基于科学的方法,利用每个表面的独特材料特性来确定渗透、材料失效和能量损失的可能性。使用该系统,射弹可以与演员、网格和任何有碰撞的东西进行复杂的碰撞、穿透和反弹,几乎不需要设置。这意味着您所要做的就是为网格指定一种物理材质,并结束一天的工作。不需要数字运算或疯狂猜测。

出了什么,就必须下来
在飞行过程中,每个弹丸所经历的力都被精确地模拟到可定制的复杂程度,从基本的阻力计算到包括风力,一直到复杂的3D阻力和风模拟,考虑到项目环境的温度、湿度甚至气压。

每颗子弹的空气动力学性能都基于现实世界的数据,即使是最小的细节也很重要。
一次模拟数百发子弹

通过一个独特的多线程系统生成零个参与者或组件,您不需要担心一次模拟数千个参与者、生成组件或参与者、复制它们和销毁它们。所有这些都会为您解决,对游戏线程的影响最小,并且没有基于角色/组件的投射物方法带来的开销。

事实上,如果你有这样的倾向,你甚至可以使用这个系统来模拟单个手榴弹弹片,以应对那些你真的想用致命的金属碎片来点缀环境的情况。

有大量的设置可供使用,您可以通过多种方式自定义此插件。从上述阻力复杂性,到模拟的节拍率、射弹的寿命、材料特性、碰撞通道等,您一定会找到适合您项目的正确配置。

技术细节
特征:
具有可定制复杂度级别的飞行中弹丸模拟和阻力计算
每面子弹穿透和反弹计算
多线程仿真框架,从游戏线程中删除几乎所有工作
没有演员或组件带来的开销
大多数功能的蓝图曝光
开箱即用
结合了材料科学、弹道学、空气动力学、流体动力学和冲击力学等多个领域的数学
用C++编写,考虑性能
数据驱动的子弹/射弹和材料
完全可定制的子弹和射弹
许多核心功能的高级版本
代码模块:
末端弹道学(运行时)
蓝图数量:0
C++类数量:13
网络已复制:是
支持的开发平台:Win64、Win32、Mac、Linux
支持的目标构建平台:Win64、Win32、Mac、Linux





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