<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Interpolation on GS_Play Gameplay Framework</title><link>https://gsplay.genomestudios.ca/tags/interpolation/</link><description>Recent content in Interpolation on GS_Play Gameplay Framework</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://gsplay.genomestudios.ca/tags/interpolation/index.xml" rel="self" type="application/rss+xml"/><item><title>Springs</title><link>https://gsplay.genomestudios.ca/docs/framework/core/utilities/springs_utility/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/core/utilities/springs_utility/</guid><description>&lt;p&gt;The &lt;code&gt;Springs&lt;/code&gt; namespace (&lt;code&gt;GS_Core::Springs&lt;/code&gt;) provides six spring-damper types for physics-based animation and smoothing. Springs produce natural-feeling motion that reacts to velocity — ideal for camera follow, UI motion, and any value that should settle rather than snap.&lt;/p&gt;
&lt;p&gt;All springs use a &lt;strong&gt;halflife&lt;/strong&gt; parameter: the number of seconds to cover 50% of the remaining distance to the goal. This is more intuitive than raw stiffness/damping constants. Each spring type is available in &lt;code&gt;float&lt;/code&gt;, &lt;code&gt;AZ::Vector2&lt;/code&gt;, and &lt;code&gt;AZ::Vector3&lt;/code&gt; overloads where applicable.&lt;/p&gt;</description></item></channel></rss>