The author delves into the common practice of using a linear interpolation formula in game development tutorials, highlighting its flaws and proposing a better alternative. The traditional formula, ‘a = lerp(a, B, delta * RATE)’, is criticized for being frame rate-dependent, non-deterministic, and prone to overshooting. The author presents a new formula, ‘a = lerp(a, B, 1.0 – exp(-delta * RATE2)’, which is frame rate agnostic, deterministic, and resilient to overshooting. The mathematical explanation behind the new formula is provided, offering a solution that improves game mechanics across different platforms. The author emphasizes the importance of this modification in creating a better gaming experience for all players.
https://blog.pkh.me/p/41-fixing-the-iterative-damping-interpolation-in-video-games.html