trsh Posted April 21, 2020 Share Posted April 21, 2020 When computer has some lag or is just slow (due RAM or CPU overhead, etc.), the animations tend to stop and jump over larger intervals or sometimes start in the middle. In game engines this is mostly solved by multiplying the transitions with delta time. What could be solution here- so I always get, see my animation from A to B even if its with bad FPS? Link to comment Share on other sites More sharing options...
OSUblake Posted April 21, 2020 Share Posted April 21, 2020 A similar thread. The demo shows how using delta time is pretty much the same as gsap. I'm not using an accurate duration for the gsap animation, so it's a little out sync. You can adjust the lag smoothing. If you use small values, then you'll see more frames, but it will run slower. https://greensock.com/docs/v3/GSAP/gsap.ticker 4 Link to comment Share on other sites More sharing options...
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