[sldev] Calculating accurate avatar positions

Ricky kf6kjg at gmail.com
Fri Jan 8 07:27:38 PST 2010


I agree. For the maximum distance of motion, a form of friction (body
damping) could be used. That would likely take care of the linear
case's rubberbanding.

Ricky
Cron Stardust

On Friday, January 8, 2010, Aleric Inglewood <aleric.inglewood at gmail.com> wrote:
>
>
> On Fri, Jan 8, 2010 at 5:24 AM, surangika ranathunga <lady_radsu at yahoo.com> wrote:
>
>
> (well, I did have sometimes noticed the avatars (even my avatar) going back slightly and again start moving forward).
>
>
> Called "rubber banding", very annoying. If you could improve that
> then I'd be very interested in reviewing your patch and committing it.
>
>


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