Quote: "Youv answered your question with your diagram"
Not really. This is how I tested in a game, compared to real life in an anaology: Say in real life you put the barrel of your gun up to a wall. You shoot, and the bullet hole appears where you were aiming the barrel. Now in a game, if you put your gun's barrel up to a wall while aiming through the iron sights, the bullet hole will appear where the iron sights are aiming. How does that work? Do they program it so that (in imagination) a line appears where the iron sights are aiming, and a line appears where the barrel is aiming. When you shoot, the line for the barrel is visible for a split second, but the other iron sight line isn't, and the bullet hole appears at the end of the invisible iron sight line. Yet I still don't get it... after some thinking I think it might have something to do with the recoil: (Not exactly the same way, but in example), take the two line theory again, except both lines are invisible. When you aim the gun, the iron sight invisible line is aiming at an object, and then it's coded and animated so that when you shoot the gun, the recoil of the gun in the game (which I noticed goes unreasonably up) moves the gun high enough so that the invisible line of the barrel is aiming at the exact same place as the invisible line for the iron sight. This is just a theory, and I know that they don't really have the "lines", but they're just used to illustrate an example. In my guess, using this method along with the timing of the smoke, the little gunshot explosion of the shot, and the sound effects, give you that effect. My guess is it might be done this way, but I'm sure I'm wrong so I'm asking for help. A friend told me once that with sniper rifles in games, the little line you see for the bullet when you shoot the gun is invisible to the shooter, but visible for other players, so technically when you aim down a sniper's scope, you're really aiming down the barrel, and since the bullet/bullet line is invisible to the player, nothing blocks you're aim when you shoot (and the smoke/bullet explosion thing lasts for a split second, aiming out of the scope won't be fast enough to notice the smoke. I'm doubt i'm right, so I hope someone can tell me...
Quote: "Games eliminate most of these and put a algorithims to cal the trajectory."
Hmm, also maybe when they aim the gun the gun is tilted in the players hand, so the iron sights are aiming straight, instrad of tilting down, and mathematically this way they avoid any aiming problems for the player, but when you shoot the gun, the actualy thing the players sees is still confusing, as in the angle of the barrel and the ironsight still confuse me, even if the gun is tilted or they use algorithims, for the player should still be able to see it... Anyways, thanks lazerus, that was a fast reply
, and a helpful one too, yet when you say it like that:
Quote: "Games eliminate most of these and put a algorithims to cal the trajectory."
It kind of sounds daunting. But still, I've seen it work in some simple stuff, like FPSC for example. I've checked out some weapons in TGC Store (such as Errant AI's, and I notice that he is able to do this exact thing with something as simple as FPS Creator, so at least I know that it should be simple to program in something like DBP).