What type of view navigation are you doing using rotZ? I would think that you
would use rotY(). Well as an example say you use rotY instead, for rotY this
is what you would do...
position.x+= cos(angle)*step;
position.z+= -sin(angle)*step;
As an example..
If you face forward (angle=0), it will become...
position.x+=1*step;
position.z+=0*step;
if you face right (angle=90), it will become..
position.x+=0*step;
position.z+=-1*step;
If I miscalculated something (like the angle is counter clock wise looking
down on top of the view), the solution should be a matter of getting rid of
the negative sign for the z...
position.x+= cos(angle)*step;
position.z+= sin(angle)*step;
Leyland Needham
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