Creating tank physics

Hello, I started creating my 3D tank game.
I want game to be realistic so I use physic equations etc. but can someone explain me how I can make good performance tank shell physics, without using rigidbodies because shell is too fast for that, can I just make simple gameobject with model rendering and mesh collider and script winch will calculate everything ( updating shell velocity, angle (ricochet), position ) based on calculations ?
Then tank tracks, how I should make scrolling tracks ? I want it to use GPU

For projectile based attacks that move fast, you need to constantly Raycast from the front of the bullet and use that for damage, collision, etc.

Raycast runs every frame, so it’s still not the best option for a fast moving projectile. You can use Rigidbody.SweepTest instead, to find out whether the shell would have collided with anything in its trajectory, before moving, just in case it moves through the collider faster than one frame. See doc here: Rigidbody.SweepTest()

@gravelpootis


Pootis is an old joke. Not funny anymore…