Make a smooth chase look the same on slow and fast screens
A camera or health bar that eases toward its goal feels quick on one computer and sluggish on another. Here is why the usual one-line smoothing depends on the screen speed, and what to use instead so every player sees the same motion.
Why this works
Closing a fixed share of the gap per redraw ties the speed to the screen, because a faster screen redraws more often. Describing the chase by how long it takes to close half the gap ties it to the clock instead, and a person can feel and tune that.
When not to use it
Don't use it when the thing must arrive at a set time or follow a path exactly, such as a lift or a cutscene camera. It only gets closer and never truly arrives. For those, use a move with a fixed duration and a clear end.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 28 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Make a smooth chase look the same on slow and fast screens" (read_entry smooth-follow-same-speed-on-any-framerate) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP