public void getNextHoopPos()
        {
            float   xOffset       = -(lastPos.X - 100) / 2; // should normalize around the center
            Vector3 nextPos       = lastPos + new Vector3(ran.Next(-25, 25) + xOffset, ran.Next(-8, 5) + (float)Math.Pow(MathHelper.Clamp(-(lastPos.Y - 23), 0, 5), 2), +80);
            float   terrainHeight = CustomTerrainRenderer.GetHeight(nextPos.X, nextPos.Z);

            if (nextPos.Y < terrainHeight)
            {
                nextPos.Y = terrainHeight;
            }
            transform.LocalPosition = nextPos;
            lastPos = transform.LocalPosition;
        }