Lolz that was also my case. ![]()
I wanted to do Asteroids prototype game with full physics in space ie inertia, only physics steering etc.
Problem/task was like this:
- only linear acceleration on single axis (to simplify it all), no angular steering yet not looking for optimal solution for speed or fuel. Angular problem should be almost identical.
- object (space ship) had maximum thrust (for gameplay later/upgrades etc)
- question is, when to start engines at maximum thrust to stop exactly at desired location.
I had several solutions (some years ago, so i do not remember all details now), but they were kind of unstable, i never had solid code for this.
I think culprit was that i did not compensate for delta seconds (but as i wrote above, it might be just my derp or unreal physics not being accurate enough).