Animation APIs parameterized by eg duration and curve are fundamentally opposed to continuous, fluid interactivity.
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Indeed, every animation has same duration. But distance travelled > half. Additive path is not linear.
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I admit my physics was lame, but maybe altering the spring timing function based on velocity could be a solution?
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POP mutates with much less performance than readonly, GPU & threaded CA, is my (admittedly limited) understanding.
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Given set of inputs surely duration is deterministic. Six & one half. Except performance, forward filling, mutate

