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  • Why use Time. deltaTime in Lerping functions?
    But our exponential easing is non-linear, so just multiplying our sharpness parameter by deltaTime will not give the correct time correction This will show up as a judder in the movement if our framerate fluctuates, or a change in the easing sharpness if you go from 30 to 60 consistently
  • How to implement an experience system? - Game Development Stack Exchange
    You would want some kind of exponential curve, probably something like: base_xp * (level_to_get ^ factor) base_xp is a constant that decides how much xp you need to go up a level level_to_get is the level you are aiming for; at level 1, this will be level 2 factor is another constant that decides how much of an increase of xp you need for each level Having a base_xp of 200 and a factor of
  • How can I come up with a simple diminishing return equation?
    There are formulas out there for a diminishing return equation; however, those usually involve exponential What other ways are there for coming up with such an equation? Take, for example, the fol
  • physics - Implementing framerate independent friction with linear . . .
    I'm implementing friction into my game, and I'd like it to be framerate-independent Here's my first solution, in Lua style pseudo-code: local pos = 0 local vel = 100 local deceleration = 80 funct
  • How to smoothly interpolate 2D camera with pan and zoom
    This results in an exponential interpolation with the scale change slowing down as it zooms in which looks good since objects in the scene then grow at a constant rate This makes sense because objects in the scene get multiplied by scale whereas objects get added by position, so interpolation of scale should be multiplicative
  • unity - How can i check when Lerp has finished? - Game Development . . .
    The particular form of Lerp you've used here is an exponential ease-out - that means, mathematically, it never really "finishes" - it just gets closer and closer and closer to the target, slowing down as it goes So, you can either test when the rotation has gotten "close enough," or switch to a form that completes the rotation in some fixed amount of time What works better for your use case?





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