Make a bouncy spring motion that never blows up on slow computers
Wobbling menus, hanging signs and bouncy cameras are often made with a simple spring that works at one frame rate and explodes into huge swings at another. Here is a version that behaves the same way at every speed and covers soft, bouncy and heavy settings.
Why this works
A spring's motion over any stretch of time can be worked out directly from where it is and how fast it moves. Jumping straight to the answer, instead of nudging forward in small guesses, means a long pause cannot pile up error and shake the picture apart.
When not to use it
Skip it for a plain change that should run at a fixed speed or end at a set time, like a progress bar or a timed fade. A spring never quite arrives, so use a straight blend with a clear start and end.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 41 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Make a bouncy spring motion that never blows up on slow computers" (read_entry springy-wobble-stays-stable-at-any-frame-rate) 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