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Fixing the iterative damping interpolation in video games
As I'm exploring the fantastic world of indie game development lately, I end up watching a large number of video tutorials on the subject. Even though the quality of the content is pretty variable, I'm very grateful to the creators for it.
The usual warning: I don't have a mathematics or academic background, so the article is addressed at other neanderthals like myself, who managed to understand that pressing keys on a keyboard make pixels turn on and off. But here we are re-using the previous value, so this essentially means nesting lerp() function calls, which expands into a power formula, forming a curve composed of a chain of small straight segments. We may be able to get away with this by forcing a constant refresh rate for the game and consider this a non-issue (I'm not convinced this is achievable on all engines and platforms), but then we meet another problem: the device may not be able to hold this requirement at all times because of potential lags (for reasons that may be outside our control).
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