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It looks like your code to mirror the bullet's angle just flips the sign of the angle. This works great for reflecting an angle about the x-axis. 45 degrees becomes -45 degrees, etc. Now imagine reflecting off a wall that itself has an angle of 90 degrees. In this case, 85 degrees is reflected to 95 degrees; 45 degrees becomes 135 degrees, etc. Basically ...


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This depends on your camera. So if the camera is directly facing the object, you can do this. The surface normal is lets say (x,y,z). z meaning the depth. Then just make z = 0, as if you are projecting it in to plane. Then angle is simply atan2(y,x). This is for the simplest case though. IF the camera is not aligned with the object then you have to figure ...



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