Kessler is a simulation environment loosely modeled after our internal project PsiBee and the external project Fuzzy Asteroids. The game has ships that shoot bullets at asteroids to gain score. Ships can collide with asteroids and other ships and lose lives.
When a ship dies, its speed is set to 0, but the velocity is only reset on the next frame. When passing the game/ship state to the controller, this is very confusing communication because the assumption should be that the velocity is always derived from the speed, but the frame after respawning is an exception since the velocity is nonzero but the speed is 0.
So this bug doesn't affect how the game runs, but I was personally confused by this and it messed with my calculations.
When a ship dies, its speed is set to 0, but the velocity is only reset on the next frame. When passing the game/ship state to the controller, this is very confusing communication because the assumption should be that the velocity is always derived from the speed, but the frame after respawning is an exception since the velocity is nonzero but the speed is 0.
So this bug doesn't affect how the game runs, but I was personally confused by this and it messed with my calculations.