I’m working with this example (asteroids movement): LINK
There is a strange behaviour that blows my brain out. It can be better seen on the attached video.
All I’ve done was a small rotation and then just pressed UP cursor key.
As you can see (with the help of turned on debugger) velocity vector moves (rotates) during fly until it reaches bottom-right corner of the bounding box. Also it force ship to fly wrong, it can be noticed even without debugger. Expected that velocity vector to be applied directly to where ship’s nose is (or more correctly, ship have to move to the opposite side the engines work vector; see the picture).
What can be the solution of this problem? Seems velocityFromRotation() function works not as expected. Or there is something been lost.