OpenGL Moving Character

Hi, I’m coding a simple game and am having a problem with getting the character to move in the direction it is looking.

This is the coding for movefowards

void object3DS::MoveFowards(float amount)
mgPosition.x += mLookAt.x * amount;
mgPosition.y += mLookAt.y * amount;
mgPosition.z += mLookAt.z * amount;

Then in the render I use the characters rotation to change the lookat vector and the draw.

    mLookAt.x = sin(mgRotation.z);
    mLookAt.y = cos(mgRotation.z);

glTranslatef(mgPosition.x, mgPosition.y, mgPosition.z);
glRotatef(mgRotation.x, 1.0f, 0.0f, 0.0f);
glRotatef(mgRotation.y, 0.0f, 1.0f, 0.0f);
glRotatef(mgRotation.z, 0.0f, 0.0f, 1.0f);

it kind of works but the rotation isn’t perfect. The vector gets rotated too much so if I rotate the character in scene 30 degrees then the vector get changed by 70 degrees and the character strafes.
Could anyone help me please.

What are the units for mgRotation? glRotate() treats the angle as being in degrees, but the standard C sin/cos functions (and those in any language I’ve used) treat the angle as being in radians.

Hi, I am just increasing a the Y angle when a key is pushed. example below
if (mInput->IsKeyDown(‘Q’))
character->mgRotation.z += characterspeed * deltaTime;