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Home/ Questions/Q 613413
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Editorial Team
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Editorial Team
Asked: May 13, 20262026-05-13T18:00:01+00:00 2026-05-13T18:00:01+00:00

Okay, this all takes place in a nice and simple 2D world… :) Suppose

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Okay, this all takes place in a nice and simple 2D world… 🙂

Suppose I have a static object A at position Apos, and a linearly moving object B at Bpos with bVelocity, and an ammo round with velocity Avelocity…

How would I find out the angle that A has to shoot, to hit B, taking into account B’s linear velocity and the speed of A’s ammo ?

Right now the aim’s at the current position of the object, which means that by the time my projectile gets there the unit has moved on to safer positions 🙂

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  1. Editorial Team
    Editorial Team
    2026-05-13T18:00:01+00:00Added an answer on May 13, 2026 at 6:00 pm

    First rotate the axes so that AB is vertical (by doing a rotation)

    Now, split the velocity vector of B into the x and y components (say Bx and By). You can use this to calculate the x and y components of the vector you need to shoot at.

    B --> Bx
    |
    |
    V
    
    By
    
    
    Vy
    ^
    |
    |
    A ---> Vx
    

    You need Vx = Bx and Sqrt(Vx*Vx + Vy*Vy) = Velocity of Ammo.

    This should give you the vector you need in the new system. Transform back to old system and you are done (by doing a rotation in the other direction).

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