method 0 is the naive approach to delta time smooth gliding using lerp, method 1 is the "fixed" approach which correctly takes into account the exponential decay behavior of smooth glide/interpolation smoothing notice how, using method 0, the slow dango at the bottom "skips ahead" past the mouse pointer at high follow speeds, while it behaves properly with method 1 fixed interpolation not derived by me all other code by me, @falkimore