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1:21 AM
@genaray the general advice I've seen around is "pay them a fixed amount, don't 'share' the revenue", making them as employees. You get to keep the copyright.
 
 
5 hours later…
6:07 AM
@genaray well, in my team there is an agreement that everyone gets an equal share
 
 
4 hours later…
10:02 AM
Good morning all.
tips hat
 
Good morning
doesn't have a hat to tip
 
hands @TomTsagk a top hat
 
Not that one, I wanted the purple one!
 
Good morning
 
Morning @trollingchar
People seem to be surprisingly supportive of the question ticker feed
 
10:08 AM
I don't care about it
 
I use it when I'm in chat often.
It's a lot easier feed wise to see relevant questions pop up there so I am able to quickly answer questions I know a solution to.
 
I usually have chat on a separate tab, so I can still see new questions, but browse old ones too
https://gamedev.stackexchange.com/questions/177642/mingw-for-commercial-projects
Apparently triple-A games would never use `gcc` or `Clang`, I've been doing it wrong :P
 
 
3 hours later…
1:45 PM
I'm thinking how to modify my homing missiles. They work, but if I mark the empty space as their target, they fly back and forth. I want them to circle around it.
At this moment, controller modifies their velocity vector by "moving" it closer to the desired velocity, which is a vector of constant magnitude, aiming at the target, via Lerp
This gives a smooth flight with inertia and no superspeed, but the projectile doesn't circle around the target
Wait no, it doesn't use Lerp but limits acceleration magnitude.
maybe I should just limit rotation so the missile will not suddenly fly in the opposite direction
 
Are your missiles Lerping towards the target?
You could try a different approach of the missile simply following its velocity, which is directly affected by where target is located, and decreases/increases slowly
 
 
3 hours later…
5:09 PM
@trollingchar give the missile a finite turning velocity. It moves at a constant speed, but its angle changes to direct it toward the target, but at a limited angular velocity
that's how I did it, works great
 
@Almo Sounds pretty accurate to be fair
 
 
3 hours later…
8:09 PM
@TomTsagk they don't, Lerp is what I use for smoke and liquid blobs, to reduce speed quickly
@Almo this is what I have in mind, except that it does not always have the same speed when entering homing mode, but this can be handled easily. I'll try this approach
 

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