Original Post
Hi, i try to make a spaceship simulation game and now i working on a steering behaviors of space ship. Before i start code the steering behaviors, i make locomotion functions for my ship. I do that in two ways, with a pitch and yaw functions and second way is with a quaternions and inertia tensor. But in both case i have specific problem. This is the problem: I use one locomotion function that have one parametar, vector of the force from some steering function, in my case, SEEK. My ship have heading vector that points into direction in witch ship looking. It work fine for all points except that behind the ship and colinear with the heading vector. In the other words, if the angle of the heading vector and the target vector is PI (in the plane). If this is a case, my ship goes forward and at one point just turn for PI angle and start to seek target point. I try to solve this with checking case if angle is PI, and use some random angle to turn it, but this make my ship crazy. I look into some other examples of steering behavior in 2D, but this is the same problem. Question 1: Can i just let this thing like it is? Probability for this case is small. I supose that. Question 2: Is there some tutorials for making or modeling starship physic. This is one of the problems i have, but i have feeling that is not last one. :) Thanks for answers..... :)