
game design - Algorithm for dynamically calculating a level based on ...
@Stephen: @Random832 is correct, both "exponential" and "geometric" growth refer to having a constant ratio between successive/equidistant terms (which means the rate of growth is proportional …
mathematics - How to balance experience gain in an RPG - Game ...
Jul 26, 2017 · In that case your minutes-per-level function would be polynomial (time = Level ^ c) or even exponential (time = c ^ Level). Taking the level-number as-is in an exponential formula is …
Why use Time.deltaTime in Lerping functions?
Oct 3, 2017 · 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 …
How can I come up with a simple diminishing return equation?
Dec 15, 2014 · 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 …
How to implement an experience system? - Game Development Stack …
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 …
java - Exponential EXP Curve | FIXED TIME -> MAX LEVEL - Game ...
Oct 21, 2015 · The general form of an exponential curve like this one is: H = a * r^n + k where: H = total hours to reach level n r = the ratio by which the time increases from one level to the next a = scales …
Smooth lerp towards a moving target - Game Development Stack …
Jun 7, 2022 · I stumbled upon this function that lerp towards a moving target with exponential correction which works really well. The original author mentioned integrating the target position. Can anyone …
How to smoothly interpolate 2D camera with pan and zoom
Feb 3, 2021 · This results in an exponential interpolation with the scale change slowing down as it zooms in which looks good since objects in the scene then grow at a constant rate. This makes …
movement - Calculating framerate-independent values, for linear ...
Sep 15, 2020 · Calculating framerate-independent values, for linear, quadratic, and exponential functions Ask Question Asked 5 years, 2 months ago Modified 2 years, 4 months ago
Why is fog in games exponential and has a start distance?
Jan 23, 2017 · Linear blended between a start distance and an end distance. Exponential based on density. Exponential-squared based on density. For example, the documentation for glFog and for …