Ballistics Engine

High-performance ballistics trajectory calculation engine built with Rust. Comprehensive physics modeling, automatic zeroing, FFI bindings, and statistical analysis capabilities.

Get Started

Core Features

Everything you need for professional ballistics calculations

🖥️

Interactive Web Shell

Try ballistics calculations directly in your browser at ballistics.sh - no installation required!

LIVE
🎮

Physics-Based Games

Experience the power of our ballistics engine in action at ballistics.games - play artillery and trajectory games!

PLAY
💎

Ballistics Insight Pro

Complete trajectory calculator at ballisticsinsight.com with weather, location data, and bullet database!

PRO
🎯

Full 3D Trajectory Integration

Six-state ballistic modeling with RK4 and Euler integration methods for accurate trajectory predictions.

📊

Advanced Drag Models

Support for G1, G7, and custom drag curves with automatic transonic corrections.

🎯

Automatic Zeroing

Calculate sight adjustments and apply zero angles automatically with MOA and mrad outputs.

🔄

Unit Conversion

Seamless switching between Imperial (default) and Metric units for all calculations.

📈

BC Segmentation

Velocity-dependent ballistic coefficient modeling with automatic estimation.

🌡️

Atmospheric Modeling

Temperature, pressure, humidity, and altitude effects with ICAO standard atmosphere.

💨

Wind Effects

3D wind calculations with altitude-dependent wind shear modeling.

🎲

Monte Carlo Simulations

Statistical analysis with parameter uncertainties for hit probability.

🔬

BC Estimation

Estimate ballistic coefficients from trajectory data.

⚛️

Advanced Physics

Spin effects (Magnus, enhanced spin drift with decay), Earth effects (Coriolis), angular motion (precession/nutation), transonic analysis (pitch damping, stability warnings), trajectory sampling, and form factor corrections.

📄

Multiple Output Formats

JSON, CSV, and formatted tables for terminal display and programmatic use.

🔗

FFI Layer

Foreign Function Interface with C-compatible bindings for iOS, Android, Swift, Python, and other platforms.

Mobile Platform Integration

The ballistics engine's FFI layer enables native iOS and Android app development. Build your own mobile ballistics apps with the same high-performance Rust core.

  • Native mobile app development
  • C-compatible FFI bindings
  • Swift/Objective-C bridging
  • JNI for Android integration
  • Full physics engine access
Ballistics Engine iOS interface showing trajectory calculations
Ballistics Engine Android interface showing trajectory calculations

Realistic Game Trajectories

Power your game physics with accurate ballistic calculations

Artillery trajectory demonstration in mobile game

Perfect for Game Development

The Ballistics Engine provides game developers with physically accurate projectile trajectories that can be easily integrated into any game engine. Whether you're building a realistic military simulator, hunting game, or arcade-style artillery game, our Rust-powered engine delivers:

🎮

Real-Time Performance

Sub-millisecond trajectory calculations perfect for 60+ FPS gameplay

🎯

Accurate Physics

True-to-life projectile behavior including drag, wind, and gravity effects

📱

Cross-Platform

FFI bindings for Unity, Unreal, Godot, and custom engines on all platforms

Optimized for Mobile

Lightweight and efficient, perfect for mobile gaming with minimal battery impact

🔧

Easy Integration

Simple C-compatible API with comprehensive documentation and examples

📊

Predictive Targeting

Calculate lead angles and intercept points for moving targets in real-time

Popular Use Cases

  • 🏹 Archery & hunting games
  • 🚁 Military simulators
  • 🎯 Target shooting games
  • 🏰 Artillery & siege warfare
  • Sports trajectory modeling
  • 🚀 Rocket & missile simulation

Why Choose Our Engine for Games?

< 1ms
Per trajectory
🎮
60+ FPS
Maintained
📦
< 5MB
Library size
🔋
Low
Battery usage
iOS Android Unity Unreal Godot Web

Quick Integration Example

// iOS Objective-C Example (.m file)
#import "ProjectileController.h"
#import "ballistics_ffi.h"

@implementation ProjectileController

- (void)fireProjectileWithVelocity:(float)velocity 
                               mass:(float)mass 
                                 bc:(float)bc {
    
    // Initialize FFI inputs
    FFIBallisticInputs inputs = {
        .muzzle_velocity = velocity,
        .ballistic_coefficient = bc,
        .mass = mass,
        .diameter = 0.308,
        .sight_height = 0.05
    };
    
    // Calculate trajectory
    FFITrajectoryResult* result = ballistics_trajectory(&inputs, NULL);
    
    // Use trajectory points for visualization
    for (int i = 0; i < result->num_points; i++) {
        FFITrajectoryPoint point = result->points[i];
        [self drawTrajectoryPointAtX:point.distance 
                                    y:point.drop 
                                    z:point.windage];
    }
    
    // Clean up
    ballistics_free_trajectory_result(result);
}

@end

Try It Now - Interactive CLI

Run ballistics calculations directly in your browser

Ballistics Engine Terminal
Welcome to Ballistics Engine WebAssembly Version
Type 'ballistics trajectory --help' or click Help to get started
Loading WASM module...
$

Quick Examples:

Note on Drop Values: When using --auto-zero, values show bullet position relative to your scope's line of sight. Positive values mean the bullet is above your crosshairs, negative values mean it's below. At your zero distance, the value is 0 (bullet hits exactly where you aim).

Monte Carlo Simulations

Statistical analysis for real-world shooting scenarios

Understanding Hit Probability

Monte Carlo simulations run thousands of virtual shots with realistic parameter variations to predict hit probability and group sizes. This accounts for:

  • Velocity Variations - Ammunition consistency and environmental effects
  • Angle Deviations - Shooter precision and rifle accuracy
  • BC Uncertainty - Manufacturing tolerances and measurement errors
  • Wind Variations - Gusts, measurement errors, and changes during flight

Load Development

Compare different ammunition loads to find the optimal balance between velocity and consistency. Higher velocity isn't always better if it comes with increased variation.

Statistical Outputs

Each simulation provides comprehensive statistics including:

  • Hit probability at target distance
  • Mean point of impact and standard deviation
  • Group size predictions (MOA/mrad)
  • Velocity and energy statistics at impact
  • Wind drift distribution

Unit Systems

Flexible unit support with seamless conversion

🇺🇸 Imperial (Default)

  • Velocity feet per second (fps)
  • Mass grains
  • Distance yards
  • Diameter inches
  • Temperature Fahrenheit
  • Pressure inHg
  • Wind mph

🌍 Metric

  • Velocity meters per second (m/s)
  • Mass grams
  • Distance meters
  • Diameter millimeters
  • Temperature Celsius
  • Pressure hPa (millibars)
  • Wind m/s

Quick Examples

Get started with common ballistics calculations

bash
# .308 Winchester, 168gr bullet at 2700 fps
./ballistics trajectory \
  -v 2700          # Velocity (fps)
  -b 0.475         # Ballistic coefficient
  -m 168           # Mass (grains)
  -d 0.308         # Diameter (inches)
  --drag-model g7  # G7 drag model
  --max-range 1000 # Maximum range (yards)
  --wind-speed 10  # Wind speed (mph)
  --wind-direction 90  # Wind from right
  --temperature 59     # Temperature (°F)
  --pressure 29.92    # Pressure (inHg)
  --humidity 50       # Humidity (%)
  --altitude 0        # Altitude (feet)
  --full           # Show all points

# Auto-zero at 200 yards with trajectory to 500 yards
./ballistics trajectory \
  -v 2700 -b 0.475 -m 168 -d 0.308 \
  --auto-zero 200    # Automatically zero at 200 yards
  --max-range 500 \
  --full
bash
# Calculate zero for 200 yards
./ballistics zero \
  -v 2700 -b 0.475 -m 168 -d 0.308 \
  --target-distance 200

# With custom sight height
./ballistics zero \
  -v 2700 -b 0.475 -m 168 -d 0.308 \
  --target-distance 300 \
  --sight-height 0.055  # 2.2 inches

# Output includes:
# - Zero angle in degrees
# - Adjustment in MOA
# - Adjustment in mrad
# - Maximum ordinate
bash
# Statistical analysis with 1000 simulations
./ballistics monte-carlo \
  -v 2700         # Base velocity (fps)
  -b 0.475        # Base BC
  -m 168          # Mass (grains)
  -d 0.308        # Diameter (inches)
  -n 1000         # Number of simulations
  --velocity-std 10    # Velocity std dev (fps)
  --angle-std 0.5      # Angle std dev (degrees)
  --bc-std 0.01        # BC std dev
  --wind-std 2         # Wind speed std dev (mph)
  --target-distance 300  # Target distance for hit probability

# Load Development Comparison
# Load 1: Higher velocity, more variation
./ballistics monte-carlo \
  -v 2750 -b 0.475 -m 168 -d 0.308 \
  -n 1000 \
  --velocity-std 15 \
  --target-distance 600

# Load 2: Lower velocity, more consistent
./ballistics monte-carlo \
  -v 2680 -b 0.475 -m 168 -d 0.308 \
  -n 1000 \
  --velocity-std 8 \
  --target-distance 600
bash
# Estimate BC from trajectory data
./ballistics estimate-bc \
  -v 2700 -m 168 -d 0.308 \
  --distance1 100 --drop1 0.0   # First point
  --distance2 200 --drop2 0.023  # Second point

# Multiple data points for better accuracy
./ballistics estimate-bc \
  -v 2700 -m 168 -d 0.308 \
  --distance1 100 --drop1 0.0 \
  --distance2 200 --drop2 0.023 \
  --distance3 300 --drop3 0.091
rust
use ballistics_engine::{
    BallisticInputs, TrajectorySolver, 
    WindConditions, AtmosphericConditions
};

fn main() -> Result<(), Box> {
    let inputs = BallisticInputs {
        muzzle_velocity: 823.0,  // m/s
        ballistic_coefficient: 0.475,
        mass: 0.0109,            // kg
        diameter: 0.00782,       // meters
        sight_height: 0.05,      // meters
        ..Default::default()
    };
    
    let wind = WindConditions {
        speed: 5.0,              // m/s
        direction: 1.5708,       // 90° in radians
        ..Default::default()
    };
    
    let atmosphere = AtmosphericConditions {
        temperature: 15.0,       // Celsius
        pressure: 1013.25,       // hPa
        humidity: 50.0,          // %
        ..Default::default()
    };
    
    let solver = TrajectorySolver::new(
        inputs, wind, atmosphere
    );
    let result = solver.solve()?;
    
    println!("Max range: {:.2} m", result.max_range);
    println!("Time of flight: {:.3} s", result.time_of_flight);
    
    Ok(())
}
c
// Monte Carlo Simulation via FFI (C/Swift)
// Set up Monte Carlo parameters
FFIMonteCarloParams params = {
    .num_simulations = 1000,
    .velocity_std_dev = 10.0,      // m/s variation
    .angle_std_dev = 0.001,         // radian variation
    .bc_std_dev = 0.01,             // BC variation
    .wind_speed_std_dev = 2.0,      // m/s wind variation
    .target_distance = 600.0        // Target at 600m
};

// Run simulation
FFIMonteCarloResults* results = ballistics_monte_carlo(&inputs, NULL, ¶ms);

// Use statistical results
printf("Mean range: %.2f m (σ=%.2f)\n", 
       results->mean_range, results->std_dev_range);
printf("Hit probability at 600m: %.1f%%\n", 
       results->hit_probability * 100);

// Access individual shots
for (int i = 0; i < results->num_results; i++) {
    printf("Shot %d: Range %.2f m, Impact velocity %.2f m/s\n", 
           i, results->ranges[i], results->impact_velocities[i]);
}

// Clean up
ballistics_free_monte_carlo_results(results);
bash
# Complete Advanced Physics Example
./ballistics trajectory \
  -v 2850 -b 0.690 -m 230 -d 0.338 \
  --drag-model g7 \
  --twist-rate 8.5 --twist-right \
  --enable-magnus \
  --enable-coriolis \
  --enable-spin-drift \
  --enable-wind-shear \
  --enable-pitch-damping \
  --enable-precession \
  --sample-trajectory \
  --latitude 38.5 \
  --shooting-angle 45 \
  --wind-speed 15 --wind-direction 270 \
  --altitude 6000 \
  --max-range 2000

# Transonic Stability Analysis
./ballistics trajectory -v 3000 -b 0.475 -m 168 -d 0.308 \
  --enable-pitch-damping \
  --max-range 2000

# Trajectory Sampling at regular intervals
./ballistics trajectory -v 2700 -b 0.475 -m 168 -d 0.308 \
  --sample-trajectory \
  --sample-interval 25  # Sample every 25 yards
  --max-range 1000 -o json

Common Ballistic Coefficients

Reference values for popular ammunition

Caliber Weight BC (G1) BC (G7) Description
.223 55gr 0.250 - FMJ
.223 77gr 0.362 0.182 Match
.308 168gr 0.475 0.224 Match
.308 175gr 0.505 0.253 Match
.308 180gr 0.480 - Hunting
.338 300gr 0.768 0.383 Match
6.5mm 140gr 0.620 0.310 Match
.50 750gr 1.050 0.520 Match

Rust Performance

Blazing fast calculations powered by Rust's zero-cost abstractions

~5ms
Single Trajectory (1000m)
~500ms
Monte Carlo (1000 runs)
~10ms
Zero Calculation
~50ms
BC Estimation
Rust
Language
100%
Memory Safe

Installation

Get up and running in seconds with our quick installer or build from source

1

Quick Install (CLI Binary)

Install the pre-compiled ballistics CLI tool with one command:

curl --proto '=https' --tlsv1.2 -sSf https://ballistics.zip | sh

Supports macOS (Intel & Apple Silicon), Linux, Windows, OpenBSD, NetBSD, and FreeBSD. The installer automatically detects your platform.

2

Install from Crates.io (Library)

Add to your Rust project's Cargo.toml:

cargo add ballistics-engine

Or manually add:

[dependencies]
ballistics-engine = "0.4.1"
3

Build from Source (CLI)

Clone and build the command-line tool:

git clone https://github.com/ajokela/ballistics-engine.git
cd ballistics-engine
cargo build --release

The binary will be at: target/release/ballistics

4

Run Your First Calculation

Test with a basic trajectory:

ballistics trajectory \
  -v 2700 -b 0.475 -m 168 -d 0.308 \
  --auto-zero 200 --max-range 500

Privacy Policy

Last Updated: August 2025

Data Collection

This website uses Google Analytics to understand visitor traffic and usage patterns. Google Analytics collects:

  • Anonymized IP addresses
  • Browser type and version
  • Operating system
  • Referring website
  • Pages visited and time spent
  • Geographic location (country/city level)

Ballistics Engine Software

The Ballistics Engine software itself (the Rust library and CLI tool) does not collect, transmit, or store any user data. All calculations are performed locally on your device. The software:

  • Does not require an internet connection
  • Does not transmit any data to external servers
  • Does not collect personal information
  • Does not store user inputs beyond the current session

Open Source

The Ballistics Engine is open source software. You can review the entire source code on GitHub to verify our privacy practices.

Contact

For privacy-related questions or concerns, please contact us at support@tinycomputers.io.

Changes to This Policy

We may update this privacy policy from time to time. Any changes will be reflected on this page with an updated revision date.