Substracting vectors to get a smoother movement. This avoids setting our `velocity` instantly to `desired_velocity`.
```
steering_vector = desired_vector - velocity
velocity = velocity + steering_vector * drag_factor
```
The drag factor controls how much inertia (slow) the movement will be until it hits the desired velocity.
Using collision detection to target enemies. Turrets rotate and aim the latest target via an `angle lerp()` between two points 🔫
I also learned how to expose custom properties for different instances of the same object. Turrets shoot and aim at different speeds ✨
Same idea but aiming for the average point between all targets. I haven't used this since Math at school 🤪
Average is calculated similarly to regular numbers: add all vectors and divide by the total number of points.