>>1845476Sorry, do I know you?
It's going okay, actually. My most recent achievement was making enemies move in a sine wave, and generalizing that to make it work for any function y(x). Now I'm working on making them move in a constant velocity along said wave, which is harder than it sounds. I tried doing shit with a distance integral, but Wolfram gave me this gigantic monstrosity of an expression with something called an "incomplete elliptic integral of the second kind" which I could not for the life of me find out how to evaluate. So, for now I'm using a tangent line approximation... take the derivative of the function, do atan(dy/dx, 1) to get the angle of the slope, and velocity*cos(angle) is how far along my arbitrary X'-axis it should move. Good shit.
tl;dr - Lots of big math, which is fun but hard.
Sorry for the minor thread derail everyone, here's another pic of my... well, the girl I love... to keep it relevant.