Hi Hitsch,
if you throw an object you can calculate its expected path as you did at school ( google for Wurfparabel, schiefer Wurf, etc.)
If two player throw an object and you want to know if and where both object meet in space and when, you would have to decrease delta t if both objects gets closer. This way you would not miss the moment you are looking for.
But if you want to create a game where you have to throw objects and you only want to give the player a hint where his stone will hit the ground, you can work with a little trick.
I used a paint program to create a sprite with an rainbow like arc.
It was for a game with a catapult used to throw heavy objects around the area - to hit moving targets
Place the sprite in your 3D space in a way that one side of the arc meets your weapons starting point (the catapult).
If you rotate the weapon to left or right, you can rotate the sprite also.
If you want to put more energy into the impulse to throw the object, you scale the sprite along the X-direction.
Once I found the right scaling factor depending on the energy choosen by the player (hold the trigger longer, loads more energy into the catapult), it worked perfectly.
Well, it was too easy to aim then. So we decided to skip this feature...
You have to decide if you really need to show the path of several objects and to test if they might hit somewhere in the air, or if this would kill the fun part of your game if the player knows the result before the event happens.
-- slacer