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Floating in space

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Hi there I''m writing this space engine where I control my ship in 1st person. I have included quaternions to represent my rotations, but now I''m heading on to more advanced 3D. My ship has a rear thrust engine which will accelerate it. And here comes the problem: say my ship has a certain velocity in a certain direction, then I pitch/yaw/roll the ship and accelerate to a new direction. With my current code the ship would follow this direction instantly ignoring the original velocity path. How can I use "real world" physics such that my ship gradually accelerate to this new direction based on thrust power and ship mass? (Elite style)

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Guest Anonymous Poster
every tick you should add your acceleration vector to your velocity vector

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