

























I’ve learned recently that “rubber banding” can mean at least three different things in the context of UI/UX design:
Each one is interesting in its own way. (Each one is also controversial, although for a different reason!) But what I understand they all have in common is – well, obviously – the specific mechanics of rubber banding.
I imagine many reading this are familiar with basic interpolation between A and B using curves like ease in, ease out, and so on. But in gaming and I think increasingly in UI design, that’s not enough. When coding stuff related to movement – imagine dragging an elastic scrolling view near its edge – the challenges compound:
With that in mind, I found these two videos helpful and informative:
The videos together start with basic lerp (linear interpolation), then move to lerp smoothing, and then arrive at frame-independent lerp smoothing. There’s light math/physics here, but that’s to be expected, as all these experiences are meant to feel like real-life objects would.
I found especially lerp smoothing where you feed a lerp into itself particularly conceptually beautiful.
此内容由惯性聚合(RSS阅读器)自动聚合整理,仅供阅读参考。 原文来自 — 版权归原作者所有。