float noise = app.noise(i*numTargets + app.frameCount/8f);
rot += HMath.map(noise, 0,1, -_twitchRad,_twitchRad);
// Apply the rotation and move to the direction of its rotation
target.rotationRad(rot);
target.x(target.x() + (float)Math.cos(rot)*_speed);
target.y(target.y() + (float)Math.sin(rot)*_speed);
target.z(goalz);
}
}