Currently my throwing algorithm is this:
Every x milliseconds record the position of the controller. Taking the last two readings calculate a vector and apply the vector as an impulse to the object being thrown.
While this works ok in most circumstances there still seems to be something missing for a more natural feel.
Anyone got any suggestions for an improvement?
It is not just motion, but rotation as well?
I would agree with max, if an object rotates,
this will have an influence on his flight curve,
a good example for that is a curve ball at a game of softball:
While I’m not very good at math, if I understand this image
correctly, you will have to calculate the rotation into the velocity over time, like an exponential function
more about the physics behing this