I'm working on a top-down racing game.
The Camera_Target (henceforth: Target) is pinned to the Car at a distance in front of the Car. The Camera is always trying to follow and reach the Target. So as the Car moves about, the Target is always in motion, too. The Camera thus seeks to "catch up".
Presently, I'm using the action for the Camera: lerp(Self.X, Target.X, 0.075) [same for the Y value].
I've also tested using lerp(Self.X, Target.X, 1-dt^0.075)
Now, this works...but the problem I have is that there is the occasional "jerkiness" or "jolt" as the Camera approaches its target coordinates of the moving Target object (this is especially more noticeable when using 1-dt*0.075).
The effect I'm going for is a smooth transitional movement of the Camera that ultimately eases into position just ahead of the Car in whatever direction, even when the Car turns suddenly or quickly. I do realize that there is the recent addition of the Tween behavior but that doesn't work well "every tick", and I haven't found any other better solution.
Can anyone assist in addressing the "jolt" issue, please?