Check a page for accessibility
Review supplied markup or descriptions for practical accessibility issues and fixes.
4,994,589 AI resources indexedWorking toward the world’s largest AI resource index.
Animate values smoothly using exponential decay instead of linear interpolation.
---
name: smooth-interpolation
description: Animate values smoothly using exponential decay instead of linear interpolation.
---
# Smooth Interpolation
Animate values smoothly using exponential decay instead of linear interpolation.
## Technique
Use exponential smoothing formulas to interpolate between current and target values. This creates a natural easing effect that's frame-rate independent.
## Key Concepts
- Exponential smoothing: `(target - current) * (1 - Math.exp(-speed * dt))`
- Exponential decay: `target + (current - target) * Math.exp(-decay * dt)`
- Both formulas produce the same result with different parameters
- Speed/decay values from 1-25 work well
- Frame-rate independent due to delta time usage
## Usage
```tsx
const addSmoothExp = (current: number, target: number, speed: number, dt: number) =>
(target - current) * (1 - Math.exp(-speed * dt))
const expDecay = (current: number, target: number, decay: number, dt: number) =>
target + (current - target) * Math.exp(-decay * dt)
useFrame((_, delta) => {
mesh.position.x += addSmoothExp(mesh.position.x, targetX, 3, delta)
// or
mesh.position.x = expDecay(mesh.position.x, targetX, 3, delta)
})
```
## References
- [Exponential Smoothing](https://lisyarus.github.io/blog/posts/exponential-smoothing.html)
- [Lerp Smoothing is Broken](https://www.youtube.com/watch?v=LSNQuFEDOyQ)
---
This skill is part of [verekia](https://x.com/verekia)'s [**r3f-gamedev**](https://github.com/verekia/r3f-gamedev).
---
name: smooth-interpolation
description: Animate values smoothly using exponential decay instead of linear interpolation.
---
# Smooth Interpolation
Animate values smoothly using exponential decay instead of linear interpolation.
## Technique
Use exponential smoothing formulas to interpolate between current and target values. This creates a natural easing effect that's frame-rate independent.
## Key Concepts
- Exponential smoothing: `(target - current) * (1 - Math.exp(-speed * dt))`
- Exponential decay: `target + (current - target) * Math.exp(-decay * dt)`
- Both formulas produce the same result with different parameters
- Speed/decay values from 1-25 work well
- Frame-rate independent due to delta time usage
## Usage
```tsx
const addSmoothExp = (current: number, target: number, speed: number, dt: number) =>
(target - current) * (1 - Math.exp(-speed * dt))
const expDecay = (current: number, target: number, decay: number, dt: number) =>
target + (current - target) * Math.exp(-decay * dt)
useFrame((_, delta) => {
mesh.position.x += addSmoothExp(mesh.position.x, targetX, 3, delta)
// or
mesh.position.x = expDecay(mesh.position.x, targetX, 3, delta)
})
```
## References
- [Exponential Smoothing](https://lisyarus.github.io/blog/posts/exponential-smoothing.html)
- [Lerp Smoothing is Broken](https://www.youtube.com/watch?v=LSNQuFEDOyQ)
---
This skill is part of [verekia](https://x.com/verekia)'s [**r3f-gamedev**](https://github.com/verekia/r3f-gamedev).
Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.