Look: loop distance = targetPos - currentPos currentPos = currentPos + distance * 0.1 end loop
this is an algorithm to make some friction ...is similar to the "ping pong algorithm"... 0.1 is the damping value(it could be between 0 and 0.99)....if no further force accelerates the particle, slowly the velocity will decrease and finally become 0 (velocity gets replaced by the distance value between the current position and the end position)
well.......instead of applying friction to velocity u can apply to acceleration to get some elasticity effects: depending on how far our particle is from its final anchor point, it will accelerate more . The close it gets, it will accelerate less. But since it has aquired a certain linear momentum, it will actualy not stop at the target, but shoot over it and continue its trajectory. the further it gets away, the more increases the negative acceleration until the particle stops and turns towards the target again... in lingo is something like this:
velocityx= velocityx *dampin+(the clickloc[1]-sprite(1).loch) velocityy= velocityy *dampin+(the clickloc[2]-sprite(1).locv)
sprite(1).loch =sprite(1).loch+velocityx sprite(1).locv =sprite(1).locv+velocityy
i send elasticity (numbers) from lingo to pd via midi or osc and i use them to control some sound parameters like pannings..... well thats all bye