XNA 2D vector angles - what's the correct way to calculate?
what is in XNA in 2D the standard way vector angles work ? 0 degrees points right, 90 points up, 180 left, 270 down ? What are the 'standard' implementations of float VectortoAngle(Vector2 vec) and Vector2 AngleToVector(float angle) so that VectortoAngle(AngleToVector(PI)) == PI ? To answer your first question, 0 degrees points up, 90 degrees points right, 180 degrees points down, and 270 degrees points left. Here is a simple 2D XNA rotation tutorial to give you more information. As for converting vectors to angles and back, I found a couple good implementations here : Vector2 AngleToVector