The Most ACCURATE Projectile in ROBLOX!!

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  • เผยแพร่เมื่อ 9 ก.พ. 2025
  • yes i clickbait but the vid is REAL
    learn abt physics and kinematics
    Resources:
    FastCast - etithespir.it/...
    Physics by Professor Dave - • Classical Physics
    Discord: / discord
    My current project: / discord

ความคิดเห็น • 133

  • @fidgetspinner71
    @fidgetspinner71  ปีที่แล้ว +8

    Part 2 is out now!!! Learn how to make your projectiles bounce!!
    th-cam.com/video/xs6G2KhpiP4/w-d-xo.htmlsi=ju6EgeyIsvYbWpXu

  • @Rocush
    @Rocush ปีที่แล้ว +48

    THE WAY I CLAPPED AND SAID YESSS! 💀 WHEN YOU SAID I'M GONNA TEACH YOU HOW TO WRITE IT YOURSELF. So many dang tutorials are just people showing us how to use the modules and I've always hated those videos because I want to know how to do it not just rely on someone else and never learn. I was about to click off and then you said "the module FastCast" I'm so happy this wasn't one of those.

  • @gggamingtakeshi7035
    @gggamingtakeshi7035 11 หลายเดือนก่อน +7

    Here I am, with my non mathematician brain making a goal part created on mouse position with a limited range, then moving it downwards and slowly accelerates downwards faster simulating gravity and having my raycast slowly approach it based on bullet speed when I could've just done this.

  • @faded_ace5144
    @faded_ace5144 ปีที่แล้ว +35

    This is definitely complex but what's more complex are the emotions you feel whilst trying to deal with body velocities and watching something move in the air at a total speed of 5fps. So ty

  • @epic_tgames
    @epic_tgames 6 วันที่ผ่านมา +1

    The best tutorial about physics in roblox! :D

  • @whozproxy
    @whozproxy 11 หลายเดือนก่อน +4

    Thanks for this video! I’m pretty new with Raycasts and I’m trying to make a custom gun system or my game and this will help a lot!

  • @hccybercraft5076
    @hccybercraft5076 6 หลายเดือนก่อน +4

    Bro's better at teaching physics more than the teachers i know.

  • @epic_tgames
    @epic_tgames 6 วันที่ผ่านมา +1

    When u start putting this in one script, the roblox AI auto-complete with the exactly same code as yours, so a lot of people have written ur code lol!

  • @thebestn0oobever
    @thebestn0oobever ปีที่แล้ว +4

    This is gonna be so good for my fighting game knockback, thanks

  • @vis7040
    @vis7040 ปีที่แล้ว +1

    you resumed my physics semester

  • @Vortex-qb2se
    @Vortex-qb2se ปีที่แล้ว +10

    I was looking for client-side hitbox as it fixes network latency issues but nice tutorial.

    • @notactuality
      @notactuality ปีที่แล้ว

      clientcast?

    • @kokobroxd
      @kokobroxd ปีที่แล้ว +1

      you can just use it on client side

    • @TREB0RZ
      @TREB0RZ 7 หลายเดือนก่อน

      @@notactuality bad for projectiles

  • @theprancingprussian
    @theprancingprussian 11 หลายเดือนก่อน +3

    very useful, im testing ideas on developing a matchlock gun system, a single tool instead of getting over my head with an entire game, helps great since the accurate physics of it performs way further from hitscan than other weaponry

  • @yaspat616
    @yaspat616 ปีที่แล้ว +2

    you're talented oml❤

  • @NotAltered7750
    @NotAltered7750 ปีที่แล้ว +2

    Thought I was learning physics. Anyways, nice video

  • @masterssandwich3312
    @masterssandwich3312 ปีที่แล้ว +7

    the memory usage went up to 3 gigabytes lol

    • @cezito6831
      @cezito6831 5 หลายเดือนก่อน +1

      because the video code isn't doing OOP, for every new projectile it creates all the same methods again

    • @imthebestmayne122
      @imthebestmayne122 5 หลายเดือนก่อน +1

      @@cezito6831 I noticed that too, and I was unsure if I was the one who was mistaken, but I guess not.

  • @r4nd0mStuff
    @r4nd0mStuff 6 หลายเดือนก่อน

    Well I learned that a lot easier than I thought I would. You're a pretty good teacher 👍👍

  • @vrfrenzy8451
    @vrfrenzy8451 ปีที่แล้ว +4

    thanks, I hate relying on other peoples modules

    • @bittertea562
      @bittertea562 15 วันที่ผ่านมา

      The modules are very simple but hard to use. I agree

  • @27.levanquan21
    @27.levanquan21 6 วันที่ผ่านมา

    Thanks for this video bro 💪💪💪💪👌👌

  • @FunkyTrucky
    @FunkyTrucky 8 หลายเดือนก่อน

    Thank you very much, I learned a lot from this video.

  • @KodaBunn
    @KodaBunn ปีที่แล้ว +1

    this is so incredibly underrated

  • @Dark-z5g
    @Dark-z5g 3 หลายเดือนก่อน

    Man i learned about projectile motion and their equation few weeks ago in physics book

  • @happe3513
    @happe3513 ปีที่แล้ว

    I haven't seen anyone else with this problem in the comments but every time I require the module it says attempt to call a table value.

  • @grevict
    @grevict ปีที่แล้ว

    Thanks for the tutorial, so helpful :D

  • @Xisco72
    @Xisco72 ปีที่แล้ว +1

    I don't think this is the best for big projectiles, because i'm using this to move a trash MeshPart, and sometimes it goes through parts that shouldn't because they can collide. For example, i'm throwing this meshpart against a house wall, it collides with it and detects the hit, but it trespasses it. Maybe because the mesh is kinda "big" and since you are constantly changing the position, it goes through them unlike when you are using a velocity mover

    • @fidgetspinner71
      @fidgetspinner71  ปีที่แล้ว +1

      This video was made before spherecast was added. Use spherecast problem solved

    • @Xisco72
      @Xisco72 11 หลายเดือนก่อน

      tysm you were right!!! congrats on the video, really useful module to move big projectiles 🥰 @@fidgetspinner71

  • @sarwix8306
    @sarwix8306 ปีที่แล้ว

    Idk why but this is the coolest video on roblox studio I have ever seen

  • @qxxrd
    @qxxrd ปีที่แล้ว +3

    hey, I'm working on a throwable football and I want the nose of the football to be looking at the direction that the player throws in. I have my own custom caster which handles the football drop and physics.

    • @pepperdayjackpac4521
      @pepperdayjackpac4521 ปีที่แล้ว

      CFrame.LookAt()

    • @qxxrd
      @qxxrd ปีที่แล้ว

      @@pepperdayjackpac4521 Can you please elaborate more?

    • @pepperdayjackpac4521
      @pepperdayjackpac4521 ปีที่แล้ว

      @@qxxrd CFrame.LookAt will angle your obj so that it faces its targetPosition. It takes in two parameters: the starting position (the position of the obj) and the targetPosition (which is where the obj will be facing towards), both are Vector3.
      if your football is changing directions, then you need to recalculate the starting and target position each time so that the nose points like it would in real life.
      But if it's just moving in a straight line, then you won't need to recalculate.

    • @qxxrd
      @qxxrd ปีที่แล้ว

      @@pepperdayjackpac4521 I have tried to do what you said but the problem now is the when the player throws to the side the nose of the football is fowards and not facing where the player aimed to.
      Caster Code:
      NewProjectile = self.Projectile:Clone()
      DirectionVector = (target - origin).Unit
      PositionVector = *Trajectory Calculations*
      -- THIS PART IS IN A LOOP
      NewProjectile.CFrame = CFrame.lookAt(ProjectilePosition, DirectionVector)

    • @fidgetspinner71
      @fidgetspinner71  ปีที่แล้ว

      @@qxxrd just multiply it by some rotation cframe that fits with your model (ex. CFrame.Angles(math.rad(90),0,0) )
      (i think cframe.angles uses radians instead of degrees but idk just play around with it)

  • @LeapInno
    @LeapInno ปีที่แล้ว

    It seems like roblox projectiles has this weird delay for every shot. It makes it look weird.

  • @Its_Just_Cy
    @Its_Just_Cy 4 หลายเดือนก่อน +1

    This works but theres one problem for me, When i make a bullet model (Or any rectangular model) move with the module, it doesnt point on the thin side, it positions on the wider side, And idk how to fix it at this rate
    Edit: I also want it to point towards where its moving,

    • @Saiki13
      @Saiki13 4 หลายเดือนก่อน

      Try rotating it by 90 degrees in the code, also if you right click the part and click "Show Orientation Indicator" it's going to show you where the front side is

    • @Its_Just_Cy
      @Its_Just_Cy 4 หลายเดือนก่อน

      @@Saiki13 Ty i kinda already figured EVERYTHING out, to kinda fix this its a roblox model issue, i just made the object a model with the primary part the right way

    • @Its_Just_Cy
      @Its_Just_Cy 4 หลายเดือนก่อน

      @@Saiki13 Also i was gonna say how to make it face the velocity of where its moving (So that it curves yknow) and i figured it out, just before the line where you make currentpos into projpos put this in.
      local direction = (projPos - currentpos).Unit

    • @Saiki13
      @Saiki13 4 หลายเดือนก่อน

      @@Its_Just_Cy Good thing you figured it out, Also thx, i was wondering how to do that lol

  • @YeaIAmPyaeSone
    @YeaIAmPyaeSone 28 วันที่ผ่านมา

    It Can Work On Fast?

  • @multistronomy
    @multistronomy 4 หลายเดือนก่อน

    hey idk if ur still active but i have a problem where once i cast it in the onserverevent it gives me an error on the line where we set the rayResult, "Unable to cast Vector3 to raycast params" not sure if this is outdated tho (this might be bc i replaced "whitelist" in the params with "include" since thats deprecated)

  • @bob-rx9yb
    @bob-rx9yb ปีที่แล้ว

    Can i use this to make a cannon like bofors or flak 88 ?

  • @A_TerriblePerson
    @A_TerriblePerson 4 หลายเดือนก่อน

    Very nice tutorial, although I am having an issue with the whitelist showing up with an error "Unable to cast value to Objects"

  • @Gray_mk
    @Gray_mk ปีที่แล้ว

    how do i make it so when it touches a part it destroys and doesnt just go through it

    • @fidgetspinner71
      @fidgetspinner71  ปีที่แล้ว

      End the loop whenever the raycast detects something

  • @Al3xWarrior
    @Al3xWarrior ปีที่แล้ว

    Very nice!

  • @SurrealTurnip
    @SurrealTurnip ปีที่แล้ว +2

    Fantastic video, exactly what I needed and you actually managed to explain it pretty well

  • @C_G.
    @C_G. 3 หลายเดือนก่อน

    Hi ! I have a weird question , is this entire project possible without the module script like any alternative method for module script part bcz of some reasons.

  • @Jelleydev
    @Jelleydev ปีที่แล้ว +2

    only reason i subbed is to fix the 666 nice video btw

  • @felipemfrudeli
    @felipemfrudeli ปีที่แล้ว

    thx for the video

  • @citizenfoffie7605
    @citizenfoffie7605 ปีที่แล้ว

    Would there be a way for me to set it to hit a certain amount of studs by adding on angle(but without moving the mouse up), to create a zeroing effect

  • @TinShredder
    @TinShredder ปีที่แล้ว +1

    very cool vid

  • @Glimmers
    @Glimmers ปีที่แล้ว

    Hey awesome video! When I put in a model as projectile it moves just fine but it looks a little bit choppy because I am just settings its position every RayCast do you think Tween or Lerping would work in anyway for the projectile so it looks smove when it moves?

  • @SeraphicTranquility
    @SeraphicTranquility ปีที่แล้ว +3

    Its better to have a black list raycast param instead of whitelist for bigger games

    • @pepperdayjackpac4521
      @pepperdayjackpac4521 ปีที่แล้ว

      Why

    • @WoozyNate
      @WoozyNate ปีที่แล้ว

      @@pepperdayjackpac4521 you will have to constantly add many folders and children instead of just blacklisting certain things

    • @rei2261
      @rei2261 ปีที่แล้ว

      @@pepperdayjackpac4521 because unless u wanted to whitelist couple of things it would be more efficient

    • @notactuality
      @notactuality ปีที่แล้ว

      you cant allocate for every single thing the projectiles should hit a metaphor would be rather sort out the bad ones instead of look for the good ones @@pepperdayjackpac4521

    • @Nightwinger5100
      @Nightwinger5100 ปีที่แล้ว +1

      ​@pepperdayjackpac4521 it'll reach a point where there's less things you want it to hit instead of ignore

  • @Ey_SmoKrac
    @Ey_SmoKrac 7 หลายเดือนก่อน

    not watchin allat it 3:14 in da damn mornin i tired asshit

  • @trilazer_duo8659
    @trilazer_duo8659 ปีที่แล้ว +2

    So i have an error that says that projectile is not a member of folder modules, whats the fix?

  • @Test_749
    @Test_749 2 หลายเดือนก่อน

    imma use this for knockback

    • @Test_749
      @Test_749 2 หลายเดือนก่อน

      i made knockback with it THANKS

  • @cupcakewithrabies-eb4rq
    @cupcakewithrabies-eb4rq 11 หลายเดือนก่อน

    How do I make it so that I can apply these physics to an already existing part?

  • @Sadjhj
    @Sadjhj ปีที่แล้ว +1

    Hey, is it possible to use this on a model? I have a firework game and I want to move the firework physics to client side but every time I tried I couldn’t get it to work.

    • @reddeadleisure
      @reddeadleisure ปีที่แล้ว

      Could you be more specific? Maybe you could even open a devforum post about it

    • @cyberlordshop
      @cyberlordshop ปีที่แล้ว

      Yeah absoloutely. Fire the event, whenever you want the firework to be activated. Just name the start, dest and force. It should work.

    • @reddeadleisure
      @reddeadleisure ปีที่แล้ว

      Bruh i think i replied to the wrong comment

    • @cyberlordshop
      @cyberlordshop ปีที่แล้ว

      really?@@reddeadleisure

  • @Master_A-A
    @Master_A-A 10 หลายเดือนก่อน

    Yo so the projectile curves for me without adding wind
    Any ideas why?

  • @chiaweijie194
    @chiaweijie194 ปีที่แล้ว

    is it possible for me to do this without a tool?

    • @fidgetspinner71
      @fidgetspinner71  ปีที่แล้ว +1

      yes, thats why I made it into a module.

  • @namebutworse
    @namebutworse ปีที่แล้ว

    projectile doesnt shoot and i did everything correctly what do i do

  • @hotcrazy15
    @hotcrazy15 ปีที่แล้ว

    wow cool

  • @user-nil_cyan
    @user-nil_cyan 10 หลายเดือนก่อน

    What is "self"? ( self.Wind.X, self.Wi...)

  • @haxking2
    @haxking2 ปีที่แล้ว +6

    great video, idk why but I've always been under the impression that this would've been more complex.
    quick question though, does using runservice to execute code every frame on client (even if it's just changing a few values) not a good practice?

    • @Antonio-vf2xj
      @Antonio-vf2xj ปีที่แล้ว

      Well i didnt see the video fully but yea, if ya uses renderstepped, but as its used on clientside i guess, it doesnt affect server at all, so maybe slighty lag but no server lag so like data saving and everything else is safe

    • @thetable8175
      @thetable8175 ปีที่แล้ว

      as far as I know you need to take into account people having different frame rates causing codes to run too fast or too slow, I've seen many games put for example dashes that update a BodyVelocity's direction every frame for a set amount of times and then destroy it causing higher fps to destroy the BodyVelocity earlier making you travel shorter while capping your fps at around 30 would make it go a lot further

    • @thetable8175
      @thetable8175 ปีที่แล้ว

      if you wanna do stuff with runservice I'd put checks with like ticks() to make sure your code acts as desired

    • @haxking2
      @haxking2 ปีที่แล้ว

      @@thetable8175 wouldn't delta time have the same effect though? or am I misunderstanding it

    • @thetable8175
      @thetable8175 ปีที่แล้ว

      @@haxking2 yeah delta time is the absolute difference between 2 times

  • @samdoesnotexist79
    @samdoesnotexist79 ปีที่แล้ว

    hello jit.

  • @hadderzi
    @hadderzi ปีที่แล้ว

    hi wuzrd

  • @sadge6430
    @sadge6430 11 หลายเดือนก่อน

    ko-

  • @l8tralalt901
    @l8tralalt901 ปีที่แล้ว

    man but i hate math!

  • @sadge6430
    @sadge6430 9 หลายเดือนก่อน

    wcb

  • @GoofySlugpup
    @GoofySlugpup 5 หลายเดือนก่อน +1

    1:40 i do not care

  • @aqaisback9517
    @aqaisback9517 6 หลายเดือนก่อน +1

    ;-;

  • @sadge6430
    @sadge6430 11 หลายเดือนก่อน

    das

  • @sadge6430
    @sadge6430 9 หลายเดือนก่อน

    8yt

  • @stopmotionadventures4812
    @stopmotionadventures4812 หลายเดือนก่อน

    1 hour ago

  • @sadge6430
    @sadge6430 11 หลายเดือนก่อน

    `

  • @Xackory
    @Xackory ปีที่แล้ว

    Great vid

  • @CrystalizedGGG
    @CrystalizedGGG ปีที่แล้ว

    for some reason this line has an error for me - newProjectile.Params.FilterType = Enum.RaycastFilterType.Whitelist

    • @NotTaskAgain
      @NotTaskAgain ปีที่แล้ว +1

      Change it to "Enum.RaycastFilterType.Include" at the end, I think thats the issue

    • @_Sench
      @_Sench ปีที่แล้ว

      Just incase you still need it. For some reason its underlined but it works in game
      my line-
      newProjectile.Params.FilterType = Enum.RaycastFilterType.Whitelist

  • @Mufazl
    @Mufazl ปีที่แล้ว

    Awesome😃

  • @VeryProPlayerYesSir1122
    @VeryProPlayerYesSir1122 ปีที่แล้ว

    local Projectile = require(Modules.Projectile).new(1,workspace:GetChildren(),Vector3.new(0,0,0),3, true)
    15:08:41.240 Projectile is not a valid member of Folder "ServerScriptService.Modules" - Server - slingshot_server:9
    please help me, the code gives this kind of error

  • @VeryProPlayerYesSir1122
    @VeryProPlayerYesSir1122 ปีที่แล้ว +1

    local RunService = game:GetService("RunService")
    local Debris = game:GetService("Debris")
    local Projectile = {}
    function Projectile.new(Gravity, Whitelist, Wind, DespawnTime, Visualize)
    local newProjectile = {}
    newProjectile.Gravity = Gravity
    newProjectile.Wind = Wind
    newProjectile.DespawnTime = DespawnTime
    newProjectile.Visualize = Visualize
    newProjectile.Params = RaycastParams.new()
    newProjectile.Params.FilterType = Enum.RaycastFilterType.Whitelist
    newProjectile.Params.FilterDescendantsInstances = Whitelist
    function newProjectile:Cast(start, dest, force)

    local conversion = (game.Workspace.Gravity) / 9.8
    local vForce = (dest - start).Unit * force * conversion
    local a = Vector3.new(self.Wind.X, self.Wind.Y - self.Gravity * 9.8, self.Wind.Z) * conversion
    local t = 0
    local currentPos = start
    local rayResult = nil
    local found = false
    local Connection = RunService.Heartbeat:Connect(function(dt)
    if not found then
    t = t + dt
    local projPos = Vector3.new(
    start.X + vForce.X * t + 0.5 * a.X * t * t,
    start.Y + vForce.Y * t + 0.5 * a.Y * t * t,
    start.Z + vForce.Z * t + 0.5 * a.Z * t * t
    )
    rayResult = workspace:Raycast(currentPos, projPos - currentPos, self.Params)

    currentPos = projPos
    if self.Visualize then
    local Part = Instance.new("Part")
    Part.Size = Vector3.new(0.5, 0.5, 0.5)
    Part.Position = rayResult.Position
    Part.Anchored = true
    Part.CanCollide = false
    Part.Material = Enum.Material.Neon
    Part.Color = Color3.fromRGB(0, 255, 0)
    Part.Shape = "Ball"
    Part.Parent = game.Workspace
    Debris:AddItem(Part, 0.5)
    end
    if rayResult or t > self.DespawnTime then
    found = true
    end
    end
    end)
    while not found do
    wait()
    end
    Connection:Disconnect()
    if rayResult then
    print("Detected")
    end
    end
    return newProjectile
    end
    return Projectile
    Did i do anything wrong because the "rayResult = workspace:Raycast(currentPos, projPos - currentPos, self.Params)" is nil and "Part.Position = rayResult.Position" returns an error.

    • @MythIsTheLegend
      @MythIsTheLegend ปีที่แล้ว

      Since ray result is nil, your visualization will not follow anything since it does not exist so do Part.Position = projPos

    • @rei2261
      @rei2261 ปีที่แล้ว

      @@MythIsTheLegend that doesn't
      work

    • @MythIsTheLegend
      @MythIsTheLegend ปีที่แล้ว

      @@rei2261 It should work because if you do everything correctly and then set part pos to the projectile pos then it always follows the position of the part because if your raycast is nil it don't exist meaning your visual just doesn't go anywhere else.

    • @rei2261
      @rei2261 ปีที่แล้ว

      @@MythIsTheLegend ok

    • @R3DACTED3310
      @R3DACTED3310 ปีที่แล้ว

      why does the projectile spawn higher then the player