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Re:Fixing the iterative damping interpolation in video games by jayd16 on Saturday May 18, 2024 @02:12PM (#40400831)
Wouldn't you just want to sample a normalized curve and apply that? What is the use case where you want to use this iterative call, care about frame accuracy, but can't afford curve data?

With the explicit curve you have more control in the exact damping, too.

Re:Fixing the iterative damping interpolation in video games by meindnoch on Saturday May 18, 2024 @03:37PM (#40401427)
Exponential decay has the special property that it can be calculated from the current state with no additional data needed. With other kinds of interpolation curves, you need to additionally store the time the animation started.
Re:Fixing the iterative damping interpolation in video games by jayd16 on Saturday May 18, 2024 @03:44PM (#40401472)
Sure, but when is that relevant?
Re:Fixing the iterative damping interpolation in video games by manmtstream on Saturday May 18, 2024 @04:23PM (#40401783)
When the end state changes over time, or there is no defined duration.
Re:Fixing the iterative damping interpolation in video games by spoiler on Sunday May 19, 2024 @01:34AM (#40404496)
Stated dabbling with game dev very recently so I'm curious about this!

Couldn't we get the delta, or for some animations use modulo arithmetic? Maybe mix in some gradient noise into the animation to make it seem organic to break the looping.

Re:Fixing the iterative damping interpolation in video games by meindnoch on Monday May 20, 2024 @06:54AM (#40414152)
It would be illuminating if you showed an example of what you mean by using modulo arithmetic, or getting the delta; otherwise we can't comment on your idea.