How can I accelerate something yet have it move in it's angle?
Vector2f pos = new Vector2f(250,250);
float angle = 145;
Now I also got velo and accel
Vector2f velo = new Vector2f(0,0);
Vector2f accel = new Vector2f(1,1);
Now to accelerate I add accel to velo, then each time I move by adding velo to pos, but how do I make it so velo takes the angle into account? for example if you were to be at angle 45 and press the go button you would start moving at a velo of (1,-1) and that velo would be increased by (1,-1) for each pass that you hold the go button; However, if you were at angle 145 the velo and increase would be (1,1).