"Lerp Smoothing is broken" is now live!! 🎉
❱❱ https://www.youtube.com/watch?v=LSNQuFEDOyQ
as a special thanks - patreon supporters also get access to the slides I made for this talk 💞
❱❱ https://www.patreon.com/posts/105228270
"Lerp Smoothing is broken" is now live!! 🎉
❱❱ https://www.youtube.com/watch?v=LSNQuFEDOyQ
as a special thanks - patreon supporters also get access to the slides I made for this talk 💞
❱❱ https://www.patreon.com/posts/105228270
@aras hah, yeah! I wanted to talk about smoothDamp and spring physics so bad but I couldn't fit it into the limited time ;-;
it's super fascinating comparing them side by side both mathematically and practically. like you say, using my expDecay function is easier because you don't need to track velocity as a state, but the nice thing with SmoothDamp is that it has one degree higher continuity (but now you need to keep a velocity state around)
@aras @acegikmo
My impression is that the Unity SmoothDamp seem like a general function, but in practice is mostly useful for UI scrolling implementations. The way it "prevents overshooting" makes it unreliable for general smoothing.
(red = SmoothDamp, green = basic 12db filter, aka Lerp Smoothing Twice)