RTS Physics too much?

I was wondering whether or not an RTS with physics would be too much. The physics im planning on using is on the projectiles of units such as tanks.

I would like the game to calculate the angle at which the projectile should be fired at to reach the destination at the set velocity and mass.

I’m planning a unit cap of around 500.

I will be calculating the physics through a custom reusable math function.

I’m fairly new to game development and Unity so I don’t know the limits of where I could push gaming to.

So do you think that projectile physics would be too much for a 500 unit RTS?

  1. there is utterly no problem performance wise. what you describe is “nothing”

  2. “I will be calculating the physics through a custom reusable math function…”

you realise that game engines DO ALL THE WORK FOR YOU. you never need “custom” or even “reusable” functions to throw projectiles around.

it sounds like at this moment, you know nothing about Unity so far. You will be amazed to hear that sending a cannonball is this easy.

cannonball.rigidbody.velocity = launchAngle * 23.5;

(assuming you want to shoot it at 23.5 meters per second … you could put any speed in there … note, you MUST use meters and kilograms everywhere in Unity3D.)

Hope it helps!