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Home/ Questions/Q 742253
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Editorial Team
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Editorial Team
Asked: May 14, 20262026-05-14T08:43:37+00:00 2026-05-14T08:43:37+00:00

function(deltaTime) { x = x * FACTOR; // FACTOR = 0.9 } This function

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function(deltaTime) {
  x = x * FACTOR; // FACTOR = 0.9
}

This function is called in a game loop. First assume that it’s running at a constant 30 FPS, so deltaTime is always 1/30.

Now the game is changed so deltaTime isn’t always 1/30 but becomes variable. How can I incorporate deltaTime in the calculation of x to keep the “effect per second” the same?


And what about

function(deltaTime) {
  x += (target - x) * FACTOR; // FACTOR = 0.2
}
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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-14T08:43:38+00:00Added an answer on May 14, 2026 at 8:43 am
    x = x * Math.pow(0.9, deltaTime*30)
    

    Edit

    For your new update:

    x = (x-target) * Math.pow(1-FACTOR, deltaTime*30) + target;
    

    To show how I got there:

    Let x0 be the initial value, and xn be the value after n/30 seconds. Also let T=target, F=factor. Then:

    x1 = x0 + (T-x0)F = (1-F)x0 + TF
    x2 = (1-F)x1 + TF = (1-F)^2 * x0 + (1-F)TF + TF
    

    Continuing with x3,x4,… will show:

    xn = (1-F)^n * x0 + TF * (1 + (1-F) + (1-F)^2 + ... + (1-F)^(n-1))
    

    Now substituting the formula for the sum of a geometric sequence will give the result above. This really only proves the result for integer n, but it should work for all values.

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