I know what you are talking about, "Who said programmers don't need to be mathematicians ?", lol ..
I am currently trying to implement my own "Sandbox environment" within Unity for my procedural engine prototype in double precision, having the code itself complete independend from Unity-classes (so that eventually I can move on with this code later outside Unity). Progress is pretty good so far, most of the base classes including EntityBody (a type similar to Unity's GameObjects), a new Timer, Vector3d, Mathd, Quaterniond are done. However to complete my Transformd implementation I begin to have to deal with some essential matrices operations for functions like RotateAround, TransformDirection, InverseTransformVector etc. I don't want to fall into the trap to reuse something done already but try to remember all that I once learned during my math courses in my study
Especially as I feel it being fundamental for my goal. So yeah, I am happy for everyone who has a stronger math background than me
Fun topic. I changed my mind on this when I tried to implement a physics based autopilot for a spaceship. Hands down for everyone who is doing autopilots for rockets or planes in real life! More difficult than I thought. Do you manipulate the direction of the missiles by adding forces to its physics body, or do you directly manipulate the velocity and rotation of the object? I guess the last, everything else might be a bit too much for missiles..
Nice screenshots!! The game is coming along pretty well visually!!