Easing moves a value toward a target by a fraction of the remaining distance each frame
Rather than teleporting to a position, easing produces smooth approach: each frame, the current position is updated by x += (targetX - x) * easing, where easing is a small float (e.g., 0.05). This creates an exponential decay: fast initial movement that slows as the target is approached. The result never reaches the target exactly (it asymptotically approaches), so a threshold check (if (abs(dx) > 1.0)) is used to stop the update. Easing is the simplest form of organic-feeling motion and is the foundation of spring and inertia simulations.
Examples
float x = 0; float easing = 0.05; void draw() { float targetX = mouseX; x += (targetX - x) * easing; ellipse(x, 50, 33, 33); }
Assessment
Predict the motion of a shape using easing=0.5 vs easing=0.05; explain how to stop the calculation when the position is close enough to the target.