More futzing with the “drift” on my game. I believe the correct term is “inertia”. I really need to read that “pysics for game developers” book.
i simply took the ship’s current rotation and generated a vector from it based on an arbitrary thrust value, then added that to the ship’s current velocity vector.
like so:
CalculateMovement((int)curRot, .3, out newX, out newY); // this function ripped off from Silverlight Rocks
velocityX += newX;
velocityY += newY;_playerVel = new Vector2D(velocityX, velocityY); // i then use this vector to move my background layers, as well as the player’s position in the game universe.
And I have a check in there to make sure the ship doesn’t go too fast in any direction. Before I had the check in there, the thing could go to warp speed in a few seconds. It was a good test of my starfield generating algorithm, anyway.
So now I’m slipping and sliding all over the place. It looks really good. I’ve found a bug with my min/max check that I knew would happen, though. More thinking and tweaking before I upload a new version.
