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The randomVec3() function used in random_in_unit_sphere() doesn't match the one in the tutorial. A standard unit sphere is centred at the origin with a radius of 1, and your current implementation doesn't give you either of those properties. I don't know if that's the only problem, but fixing that should help. Try something like this, which is closer to the ...


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I believe - judging by video footage of the game, and the platform the game was released on - that the background is pre-rendered 3D made into square tiles. To replicate that, you would create the scenario in 3D with textures. Then render it form a isometric perspective (you want both the color and depth), then chop that into squares, and then use those ...


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Your question is not about lwjgl or implementation. It's about physics and math in fact. Velocity from definition is v = s/t. You want v = const and you know distance s = distance(target, source), hence you have t = s/v = distance(targer,source)/velocity -- answering "what's the total time it will take for object to move from source to target?". ...


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