In my game I want to model kind-of-accurate bullet physics. I have the following drag equation (in C#):
float drag = 0.235f * density * velocity*velocity * Mathf.PI * sizeMM*sizeMM/4000000; In non-code terms, this is the same as the drag equation:
drag = 0.5 x [density] x [speed]^2 x [area] x [drag coefficient (0.45)] Where density is the density of the material (air being 1.225kg/m^3), velocity is the velocity in m/s, and sizeMM is the diameter of the spherical projectile in mm. 0.235 was obtained by the 1/2 in the drag equation and 0.45 from the drag coefficient for spherical objects, and 4mil was the result of squaring 2000 (2 for halving diameter, 1000 for converting to metres).
The drag value appears to be appropriate, for a 11.43mm radius bullet travelling at 251m/s through air, I get a drag value of 1.860946 (presumably in m/s). What I need to be able to do is integrate that over a set distance D to obtain the result velocity as it impacts the target, and I already know that distance value.
I'm open to all potential answers to the problem, provided no loops are used. I need the resulting math to be as fast as possible, due to the possibility of it being used upwards of 20 times per second in multi-person combat.
I need the resulting math to always use the provided input variables. Density could change based on the material (i.e. flesh, kevlar, wood), sizeMM will change based on the type of ammo, and velocity will obviously change.
Approximations are preferred if accurate. If you can give an equation that is within 0.1% of the always-exact one and runs twice as fast, I'd prefer that.

kg/m^3 * (m/s)^2 * m^2 == kg*m^4/(m^3*s^2) == kg*m/s^2 == N. Drag is a force, not a velocity. Also you need to integrate it over time, not distance (more specifically, you need to integrate the acceleration over time to determine the change in velocity, but in the absence of other forces and assuming the bullet has constant mass, they are directly related). Also0.45 * 0.5 != 0.225but 0.47 is also a commonly quoted value for spherical drag coeff. \$\endgroup\$