ENGINE MATH

Angle Converter

Convert between degrees, radians, gradians, and turns — with the nearest game direction.

ROTATION MATH

Convert an angle

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UnitValue
180° = π rad = 200 gon = 0.5 turn. Radians = degrees × π ÷ 180. Most engines use radians in code but degrees in the editor — convert at the API boundary, not inside your math.

Angle conversion guide

Game code is a tangle of angle units: degrees in the editor, radians in math functions, gradians in some engines, and "turns" in shader code. This converter translates between all four and shows the nearest 8-way direction — the reference every developer ends up searching for mid-project.

The conversion that trips everyone

Radians are the only unit math functions accept: Math.sin, Math.cos, and most engine APIs take radians. Degrees are what designers and editor fields use. The conversion is simple — radians = degrees × π/180 — but it is so easy to get backwards that "degree to radian" is a permanent search query.

Turns (or "revolutions") are common in shaders and animation systems: 1 turn = 360° = 2π rad. Gradians (400 to a circle) appear in surveying tools and a few European-engineered systems — rarely in games, but you will meet them eventually.

Which unit should your code use?

Keep angles in radians internally for all math, and convert only at the edges: when reading designer input (degrees) and when displaying debug values. Storing degrees and converting every frame is a classic source of drift bugs — a 0.0001° rounding error becomes visible rotation over time.

Tip: Never compare angles with ==. Always diff and wrap: ((a − b + π) mod 2π) − π gives the shortest signed difference, which is what you want for turning toward a target.

Frequently asked questions

How do I convert degrees to radians?

Multiply by π/180. 45° = 0.7854 rad, 90° = 1.5708 rad, 180° = 3.1416 rad. This tool does it instantly.

Why do math functions want radians?

Radians make calculus identities clean (derivative of sin is cos without scale factors). It is a math convention every language inherited — you cannot avoid it, only convert around it.

What is a turn?

One full revolution: 360° = 2π rad = 1 turn. Useful in shaders and animation where wrapping naturally happens at 1.0.

Privacy note: angle conversions happen in your browser. Nothing is uploaded.