Smooth axeleration
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@@ -77,11 +77,11 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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glm::vec3 Ship_Right = glm::vec3(glm::vec4(1, 0, 0, 0));
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glm::vec3 Ship_Forward = glm::vec3(glm::vec4(0, 0, 1, 0));
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float TurnSpeed = 2.0f;
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float TurnSpeed = 1.0f;
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glm::vec3 Euler = glm::eulerAngles(transform->Orientation);
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if(input->KeyState[GLFW_KEY_LEFT]) {
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transform->Position -= Ship_Right * (float)dt * m_PlayerSpeed;
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transform->Position -= Ship_Right * (float)dt * (m_PlayerSpeed + Euler.z);
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if(Euler.z < 10.f)
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{
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@@ -97,7 +97,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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}
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}
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else if(input->KeyState[GLFW_KEY_RIGHT]) {
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transform->Position += Ship_Right * (float)dt * m_PlayerSpeed;
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transform->Position += Ship_Right * (float)dt * (m_PlayerSpeed - Euler.z);
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if(Euler.z > -10.f)
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{
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