I looked into wander movement more and implemented 2 more wander algorithms and tried to see how they differ from the orginal wander algorithm I used. The original wander algorithm was far more turny because it always remembered where the wander target used to be and calculated the next wander target from the old position. This allowed the wander target to move away from in front of the character so the character would take sharper turns when this occurred. The two new wander algorithms work by placing a circle in front of the character and having the wander target be some point on that circle. These circle based algorithms usually result in a less turny and more forward moving character since the circle is in front and thus the wander target will be in front as well. If you make the circle offset less than the circle radius and make the circle large enough. Then you allow for the wander target to move away in more extreme angles from the facing direction of the character. So in this way you can play with the alorigthms constants and create a wander that is more turny or more forward moving. The only difference between the 2nd wander algorithm and the 3rd wander algorithm is the way the character is oriented. That is the character in the 2nd algorithm will always look in the direction of its velocity so it will look like a more human and normal movement. But the character in the 3rd algorithm will try to look at the wander target so it will look like a drifting car, or like someone looking ahead in the direction they want to go (rather than the direction they are currently going). The other difference between the two is they have different constants but otherwise they calculate the next wander target in the same way. There is no particular reason for wander 2 and 3 to have different constants.