[help] with joystick precision!?

v:normalize() returns a unit vector in the direction of v.

You should avoid angles where possible because they are expensive to compute. In the code that @SkyTheCoder posts above, there are three trig computations. Each of those is a complicated algorithm. Sure, they’ve been optimised, but there’s no need for them so why bother? cos(atan2(y,x)) = x/(x^2 + y^2)^.5 so it is quicker to compute sqrt(x^2 + y^2) and divide by it (actually, it is fastest to use normalize but that’s for implementation reasons).

But I should rein in my opinion slightly. It’s not really a “never, ever”. Instead, always look first to see if it can be done by other means. Only if not should you use angles.

(Trust me, I’m a mathematician!)