Hitscan vs Projectile Physics in Game Development

In shooter game development, weapon hit registration is primarily handled through two distinct methods: hitscan and projectile physics. This article compares these two techniques, exploring how they work, their respective advantages and disadvantages, and how developers choose between them to shape gameplay, performance, and multiplayer networking.

What is Hitscan?

Hitscan is a method of hit registration that uses mathematical raycasting. The moment a player presses the fire button, the game engine projects an invisible, infinitely fast line (a ray) from the weapon’s muzzle or the camera’s center in the direction the player is aiming.

If this ray intersects with a target’s collision box, a hit is registered instantly. There is no travel time, drop, or wind resistance modeled for the bullet.

Advantages of Hitscan

Disadvantages of Hitscan

What is Projectile Physics?

Projectile physics, often referred to as “ballistics,” involves spawning a physical 3D object (a projectile actor) into the game world when a weapon is fired. This projectile has its own velocity, mass, and collision volume.

The game engine updates the projectile’s position frame-by-frame, applying environmental forces like gravity, wind, and drag until it collides with an object or player.

Advantages of Projectile Physics

Disadvantages of Projectile Physics

Key Comparison Metrics

Performance and Scale

Hitscan scales incredibly well. In matches with high player counts or fast-firing weapons (like miniguns), hitscan keeps server performance stable. Projectiles, conversely, can cause server tick rates to drop if too many physical objects are simulated at once.

Gameplay Feel and Skill Ceiling

Hitscan rewards twitch-reflex aiming and tracking. Projectile physics raises the skill ceiling by requiring spatial awareness, prediction of enemy movement, and an understanding of weapon ballistics.

Ideal Use Cases

The Hybrid Approach

Many modern game developers choose not to rely solely on one method. Instead, they implement hybrid systems. For example, a game might use hitscan for close-range weapons like pistols and shotguns, while utilizing projectile physics for sniper rifles and rocket launchers.

Other hybrid systems use hitscan for the first few meters of a bullet’s flight to ensure instant close-range responsiveness, transitioning the bullet into a physical projectile over longer distances to simulate drop and travel time.