TL;dr: \"I am not sure how to calculate a smooth transition of thrust between one vector and another.\"
I am programming a simple game where an enemy chases after the pl
I wrote a simple asteroids game a while back that had an "ally" ship which would hunt down asteroids and shoot at them for you. Basically it found the closest asteroid then started smoothly turning towards it and going after it. Sadly i don't have the code anymore but if memory serves, i think i tured the ship a little each turn, then if the asteroid was far away i accelerated but if it was close i tried to match the asteroid's speed. It was pretty cool actually, and a minimum of algebra involved.
The best way to do it would be to take 2 radian values and lerp between them, handling wrapping. (perhaps by adding or subtracting 2pi where necessary). Then convert it to a unit vector. Subsequently multiply that by the speed you want the ship to accelerate, and there you go!