hmmm,,,, that can't be right,,,, right?

en/de
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amateur math student
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average math/programming/game dev enjoyer
proud parent of @JWST-live
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hmmm,,,, that can't be right,,,, right?
i once again got stuck on writing a gui system in bevy for weeks 🥲
anyway, i'm now trying to make a fully abstract gui system that i can then make use of in bevy or another framework (like comfy eg)
anyway, get ready for some really cursed rust function signatures 😌

i added camera movement smoothing to my game yesterday (because the new physics engine i wrote is a little jittery at times -- i'll fix that later,,,, maybe). in the past i tried doing this using limited acceleration or various other methods, but this time i thought i might try something that painting programs do to smooth brush strokes: tying the brush to the mouse by a virtual string; or in my case tying the camera to where it should go to by a virtual string. zbrush calls this lazy mouse
i'm actually doing a little more than that. i added time as another dimension, which causes the camera to converge to the target over time even if the target doesn't move.
here's the code. feel free to copy if you could need it for something
just making sure