- sceneObjs[curObject].x += diffx * sin(rotate*camRotateFactor);\r
- sceneObjs[curObject].z += diffx * cos(rotate*camRotateFactor);\r
+ // float arc = arctan()\r
+ sceneObjs[curObject].x += diffx * cos(angler) * 0.3;\r
+ sceneObjs[curObject].z += diffx * sin(angler) * 0.3;\r