Repeated lerp operations are equivalent to evaluating an exponential curve. Learn how to rewrite them in a framerate-independent form using exp/log for precise control.
Tutorial
Scott Lembcke
Improved Lerp Smoothing.
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Useful Math Snippets
Framerate Independent Interpolation:
So one of my favorite math tricks is simple damping. Say you have a moving object that you want to apply some drag to. The easy way to do it is to multiply the velocity of the object by a number slightly less than 1.0 each frame:
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Leading a target.
Just about everybody who’s played a shooting game knows about leading the target. For instance, in Halo, rockets move pretty slow compared to bullets. To get good at the game, you have to learn how far ahead of your target to fire the rockets so they will run into the rocket’s path just …
Andy Korth
Unity’s Component Model for Game Development
This blog post stems from a discussion with Alex about his blog post about adopting a component model for his games. We discussed some of the weaknesses and challenges of a component system like the one Unity provides.
Alex nicely summarizes the pattern:
Instead of using inheritance to add new types …
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Simple Swept Collisions
With the large and dynamic scale that we have planned for Solaro, the game is going to need to work with relatively high velocities. We’ll want to allow ships to travel fairly fast so that they can get around the world, and bullets will have to travel even faster so that you can hit things. …
Andy Korth
Make an Mac OSX App Bundle for your Java Application
Java programs are often distributed as runnable jar files. The idea is that the same jar can be run on any platform. Of course, the core tenet behind ‘write-once-run-everywhere’ is giving users of each platform a slightly different, yet mediocre user experience. I’ll address how to …