Summary The author uses damped springs to simulate a camera for smooth motion in games. They derive the formulas for damped harmonic motion from simple harmonic motion, which is used to model normal springs.
📷 The author uses damped springs to simulate a camera for smooth motion in games.
🔧 The camera should avoid abrupt motion changes, accelerate and decelerate as needed, and never let the player outrun it.
👀 The camera needs to move exactly the same with respect to time regardless of frame rate.
🌀 The camera can be simulated with a set of damped springs for radial distance, pitch, and yaw.
🔍 In simple harmonic motion for springs, the position relative to equillibrium, x, can be used to simplify the force equation.