I noticed while peeking interpolation functions in their definitions I noticed that the common strategy of achieving framerate independence is already implemented (which is to multiply DeltaTime*Speed). I’ve added a snippet of what I’m talking about…
CORE_API float FMath::FInterpConstantTo( float Current, float Target, float DeltaTime, float InterpSpeed )
{
const float Dist = Target - Current;
// If distance is too small, just set the desired location
if( FMath::Square(Dist) < SMALL_NUMBER )
{
return Target;
}
const float Step = InterpSpeed * DeltaTime; <------------Framerate Independence?
return Current + FMath::Clamp<float>(Dist, -Step, Step);
}
My question is mostly to confirm if my inference is correct, in that is it correct to assume that these interpolation functions already implement framerate independence?