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  • Why use Time. deltaTime in Lerping functions?
    But our exponential easing is non-linear, so just multiplying our sharpness parameter by deltaTime will not give the correct time correction This will show up as a judder in the movement if our framerate fluctuates, or a change in the easing sharpness if you go from 30 to 60 consistently
  • game design - How to implement an experience system? - Game Development . . .
    You would want some kind of exponential curve, probably something like: base_xp * (level_to_get ^ factor) base_xp is a constant that decides how much xp you need to go up a level level_to_get is the level you are aiming for; at level 1, this will be level 2 factor is another constant that decides how much of an increase of xp you need for each level Having a base_xp of 200 and a factor of
  • How can I come up with a simple diminishing return equation?
    There are formulas out there for a diminishing return equation; however, those usually involve exponential What other ways are there for coming up with such an equation? Take, for example, the fol
  • How to determine the amount of experience needed for . . . - game design
    In this case you might want to develop a formula (like coderanger suggested) that is exponential in some regard Where the amount of experience required to reach the next level is somehow exponentially based on your current level Important to consider, however the rate at which your player will be receiving experience while playing
  • Exponential Variance Shadow Mapping - implementation
    I use a variance shadow mapping with a "standard" light bleeding fix in my graphics engine which is based on deferred rendering I have a single shadow map for a directional light beacause a test





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