Hitscan
A hitscan in computer games, most commonly in first-person shooters, is where the programming system determines where the gun/object is pointing, casts out a ray in that direction when shot, for a certain range programmed into the system, and sees if that ray comes in contact with any object in the line of fire. Hitscan is a term that could also be classified as “hit instantly” because it instantly hits the target when shot, meaning that the projectile (bullet, arrow, etc.) does not take time to travel through the air, so the player does not have to  lead their target. A projectile weapon which uses unmodified hitscan information to dictate whether or not it has hit its target is often called a "hitscan weapon". Deploying the weapon calls the hitscan function, and if an object is detected in the projectile's path, a hit is registered. Once it's determined if something was hit or not, the system will then give a damage output based on where the ray hit the object. Since the effect is immediate, the projectiles effectively travel at infinite speed and have a linear or otherwise simple trajectory—a practical approximation of a  bullet's speed and accuracy over short distances. The hitscan method is modifiable by making some surfaces reflective, making the hitscan rays go on forever with no stop, or able to penetrate multiple objects at the same time in the same line. To improve the realism, programmers may use hitscan functions in slightly different ways; for example, applying a random perturbation to the calculated path to simulate inaccuracy. A simplified version of this occurs in the first-person shooter "DOOM"; when the player holds down the fire button with the pistol, it fires inaccurately from the second shot. As another  example, the submachine gun in "Half-Life 2" calls a hitscan function in the middle of a 'blazing gun' animation, creating a small amount of lag between weapon deployment and the hitting of the target to better approximate real-life ballistics. Advantages. The primary advantage is the simplicity of the simulation, which uses relatively simple mathematics to calculate hits. Although bullets do not move at infinite speed via perfectly straight trajectories, they move fast enough that a hitscan solution is normally a reasonable approximation. It leaves the question of where a weapon has hit to just one function, streamlining the  programming of weapons. In terms of game design, it readily ties cause (the player presses a 'fire' button, executing a hitscan function) to effect (the hitscan returns a result, the player sees the weapon's effect at that location). While a simplified model of real world ballistics, it makes games more accessible in that there is no need to aim slightly ahead of a moving target in order to compensate for the time it takes for the projectile to reach it. Although less realistic, this model requires no understanding of real weapon handling in order to play the game, and  reinforces the intuitive understanding that whatever the reticle is placed over will be hit. Disadvantages. Visually representing the firing effect of a hitscan weapon can be difficult: since the weapon hits its target instantaneously, any bullet or projectile that comes from the weapon is merely a 'ghost', and where it lands may not necessarily represent its actual hit. In particular, a projectile bullet effect will always lag behind the effect of its hit, a problem which can be compounded by internet latency in online multiplayer gaming. It's hard to change the path of a projectile once it leaves the  gun with things such as wind and gravity. Since it is shooting out a beam that hits the target almost immediately, there can be no real changes to the path. An example of this would be shooting someone at a full sprint 200 yards away and aiming right on them and still hitting them. If it were a realistic shooting engine, one would have to lead that target, but with hitscan one doesn't. It is impossible to have things like projectile ballistics or projectile motion in hitscan games. There are hybrid systems that use both hitscan and projectile ballistics  but not at the same time. Some games detect with the hitscan method, then provide an animation with projectile ballistics. With advances in processing and internet bandwidth, it has become more practical to simulate the ballistic nature of real-world firearms in real-time games by using a more realistic "projectile" model, spawning bullets as actual game objects with mass and velocity, and continuously simulating them until they reach their target.