I began an attempt at implementing steering vectors with the 8direction behavior, but seem to have run into a wall early on. I would expect that the sprite orbits around the target when approaching at an angle, but it intermittently cuts most (but not all) of its horizontal or vertical velocity upon passing the target, but only sometimes... Am I approaching this wrong in the following?
+ System: Every tick
-> Sprite: Set 8Direction vector X to clamp(-1×abs(Self.8Direction.Maxspeed×cos(angle(Self.X,Self.Y,Target.X,Target.Y))),Self.8Direction.VectorX+Self.8Direction.Acceleration×dt×cos(angle(Self.X,Self.Y,Target.X,Target.Y)),abs(Self.8Direction.Maxspeed×cos(angle(Self.X,Self.Y,Target.X,Target.Y))))
-> Sprite: Set 8Direction vector Y to clamp(-1×abs(Self.8Direction.Maxspeed×sin(angle(Self.X,Self.Y,Target.X,Target.Y))),Self.8Direction.VectorY+Self.8Direction.Acceleration×dt×sin(angle(Self.X,Self.Y,Target.X,Target.Y)),abs(Self.8Direction.Maxspeed×sin(angle(Self.X,Self.Y,Target.X,Target.Y))))
dropbox.com/s/yyn5ab25aoq4vfb/steering.c3p