First rule of space leak exploration: no lazy fields in ADTs unless strictly necessary.
Orbiting 101
Prograde "forward" burn (blue): increase speed, raise/widen orbit and leave.
Retrograde "reverse" burn (red): slow down, lower/tighten orbit and fall on a body.
Burning at periapsis moves apoapsis (opposite point) directly towards/away wrt. planet center.
The orbiter always wants to crash onto something. So your goal is to miss the surface while falling at it.
Prograde "forward" burn (blue): increase speed, raise/widen orbit and leave.
Retrograde "reverse" burn (red): slow down, lower/tighten orbit and fall on a body.
Burning at periapsis moves apoapsis (opposite point) directly towards/away wrt. planet center.
The orbiter always wants to crash onto something. So your goal is to miss the surface while falling at it.
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With a healthy dose of existential quantification and runtime type reflection it is now possible to create delayed actions. And that, other than opening a hells gate into concurrency bugs, enables animation chains. Like this new warp-in effect I've always wanted.
Best of all, this doesn't contain any SpaceMar-specific code. And so it goes straight into apecs-gloss-starter game template.
Best of all, this doesn't contain any SpaceMar-specific code. And so it goes straight into apecs-gloss-starter game template.
Linear Space Program
The scene loop is complete. Too tired to make a release. 😩
A sound decision! Looks like there's (at least) one callback cleanup bug lurking between transitions.
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A stateful concurrent salute to celebrate (somewhat) stable async actions with iterations and cancellation.
This should provide a foundation for all kinds of FX, animations and actors. 🔊🎆🤖
This should provide a foundation for all kinds of FX, animations and actors. 🔊🎆🤖
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New control component testing in progress. All personell advised to hide in a secure location.
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Not my best trading session