Thank you! Turns out since eyeX = 0, eyeY = 0 and eyeZ = -23 the programmer who orgininally used those parameters simply used the component eyeZ as a distance since he is using cartesian coordinates.
I would normally do that, yes. But this is for a class that requires I do it this way ^^.
The code I have is functional other than the small bug I have. Just wondering how the components for eyeX, eyeY, eyeZ are derived. If there is an article or online resource anyone knows about that I can read on it.
The problem is not the object going through his destination. He vears off either right or left right before arriving at his destination. I have tested the, going through destination, possibility by maxing his velocity and moving him to a nearby point. When clicking close to the character he appropriately arrives, and stops, at his point. It is when he has a fair distance to travel that he vears off before hitting his destination and enters an elliptical or circular path as he tries to correct his acceleration to arrive at the point.
The updateCharacter() method simply sets limits to his acceleration/velocity based on the specific unit. So the velocity and acceleration does not infinitely grow.
I would add an image to show you but I can't figure out how to add images on this website.
I just downloaded it today actually, it seems quite nice. The overall aesthetic seems more appealing, and the intellisense is a big improvement as well!