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Originally Posted by Polo
As an alternative to the (very correct and very good) force based method Kai is suggesting, we can create 'pretty much' the same effect in a different way
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Well, trigonometry works, but it's less efficient and actually
more complicated, so I'm not sure if it's advisable. Plus, if you wanted to incorporate other forces (like if the player is trying to move) or produce non-circular orbits, you'd need to maintain independent velocities anyway.
But I guess it's about what's most comfortable and familiar to the scripter, and examining multiple approaches is a good exercise.