Sandwich Imagineer at Twinbeard. Made Frog Fractions. May or may not have already made Frog Fractions 2 through 5.


This seems like the sort of thing that could be useful in game dev, slotting in somewhere you might put an easing function with a moving target. But I've never heard of them actually used in practice.

Is it just overkill? I typically use a one-pole lowpass filter for this sort of target smoothing, which is a simple idea (simple enough that every game developer has invented it independently without realizing that it's called a one-pole lowpass filter) and works just fine 99% of the time. Or is it that robotics and game dev have so little overlap that the idea just never crossed over?


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in reply to @mogwai-poet's post:

I think it's pretty commonly used in physics-heavy games? It's a great way to handle like "tears of the kingdom ass" situations, where you're trying to follow player input or npc pathfinding, while uncontrollable/unpredictable external forces are also affecting everything

I wouldn't say it's unknown in gamedev spaces. I've def seen Cool Gifs of people using it over the years when twitter existed, and I still hear devs mention it occasionally. I'd guess it's probably too situational to be, like, totally widespread common knowledge?

The problem is probably that you also have to model the inertia of the object you are applying a PID controller to. In engineering you get that basically for free, because you are trying to control a (model of) a real thing.

In gamedev you'll have to add mass, friction, characteristics of the actuator driving the thing, and other physics stuff that can influence the movement of a thing. And that might not be necessary.