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Game math: precise control over numeric springing
[latexpage] This post is part of my Game Math Series. Source files are on GitHub Check out this post if you want to see more visual examples of numeric springing. Numeric springing is a very powerful tool for procedural animation. You specify the initial value, initial velocity, target value, and some spring-related parameters; the result
You can apply this technique to all sorts of numeric properties, some common ones being position, rotation, and scale of an object. Many people just decide to bite the bullet and spend a large amount of time hand-tweaking the values for and , until the result is acceptably close to the desired effect. Here’s a figure I borrowed form Erin Catto ‘s presentation on soft constraints, to show you the comparison of undamped, underdamped, critically damped, and overdamped systems.
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