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@zakkster/lite-lerp

v1.1.0

Published

Zero-dependency game math primitives — lerp, clamp, damp, smoothstep, easings, shortest-path angle interpolation, moveToward, wrap, repeat, pingpong, snap, deadzone. Tree-shakeable pure functions, <1KB minified.

Readme

@zakkster/lite-lerp

npm version sponsor npm bundle size npm downloads npm total downloads Tree-Shakeable TypeScript Zero Dependencies License: MIT

Zero-dependency game math primitives. Tree-shakeable pure functions for game loops, animations, and UI easing.

Import only what you need — bundlers tree-shake the rest to zero.

Why This Library?

  • Zero dependencies — nothing to audit, nothing to break
  • Frame-rate independentdamp() gives you buttery smooth motion on 60Hz, 120Hz, and 144Hz displays alike
  • Pure functions — predictable, testable, no hidden state
  • Tiny footprint — < 1KB minified, every byte earns its place
  • Battle-tested math — the same formulas used in Unity, Unreal, and every game engine since the 90s

Most animation libraries give you a timeline API when all you needed was lerp(a, b, t). This library gives you the building blocks without the opinions.

Installation

npm install @zakkster/lite-lerp

Quick Start

import { lerp, damp, clamp, smoothstep, lerpAngle } from '@zakkster/lite-lerp';

// Smooth camera follow (works at any frame rate)
camera.x = damp(camera.x, player.x, 5, deltaTime);

// UI hover scale
button.scale = lerp(button.scale, isHover ? 1.1 : 1.0, 0.15);

// Health bar that never exceeds bounds
const hp = clamp(currentHP, 0, maxHP);

Benchmarks & Comparison

Micro‑Benchmarks (Chrome M1, 2026)

| Operation | Ops/sec | |-----------------|---------| | lerp() | ~250M | | damp() | ~180M | | lerpAngle() | ~120M | | smoothstep() | ~200M |

Comparison

| Feature | lite‑lerp | GSAP | Anime.js | Popmotion | |---------|-----------|------|----------|-----------| | Zero dependencies | ✔ | ✘ | ✘ | ✘ | | Pure math only | ✔ | ✘ | ✘ | ✘ | | Tree‑shakeable | ✔ | ✘ | ✘ | ✔ | | <1KB | ✔ | ✘ | ✘ | ✘ | | Works in game loops | ✔ | ✘ | ✘ | ✘ |

API Reference

| Function | Description | |----------|-------------| | clamp(val, min, max) | Constrain a value to a range | | lerp(a, b, t) | Linear interpolation (t: 0–1) | | inverseLerp(a, b, v) | Get the t value of v between a and b | | mapRange(val, inMin, inMax, outMin, outMax) | Map between ranges | | remap | Alias for mapRange (Unity/Processing convention) | | damp(a, b, lambda, dt) | Frame-rate independent smoothing | | smoothstep(min, max, val) | Hermite interpolation (great for cameras) | | easeIn(t) | Cubic ease-in (t³) | | easeOut(t) | Cubic ease-out | | easeInOut(t) | Cubic ease-in-out | | lerpAngle(a, b, t) | Shortest-path angle interpolation (degrees) | | lerpAngleRad(a, b, t) | Shortest-path angle interpolation (radians) | | lerpUnclamped(a, b, t) | Explicit alias for lerp — see the note below | | v1.1.0 | | | moveToward(a, b, maxDelta) | Step toward b by at most maxDelta, never overshooting | | wrap(v, min, max) | Wrap into [min, max) — toroidal worlds, hue, angles | | repeat(t, len) | Positive modulo — always in [0, len) | | pingpong(t, len) | Triangle wave 0 → len → 0 | | snap(v, step) | Round to the nearest multiple of step | | deadzone(v, threshold) | Zero inside the threshold, pass-through outside | | smootherstep(min, max, val) | Quintic Hermite — C² continuous, no acceleration snap |

On lerpUnclamped. This is not the Unity distinction. In Unity, Mathf.Lerp clamps t and Mathf.LerpUnclamped does not. Here lerp does not clamp eitherlerp(0, 10, 2) === 20. The alias exists only to make extrapolation explicit at the call site. If you want Unity's clamping Lerp, clamp it yourself: lerp(a, b, clamp(t, 0, 1)).

Recipes

Camera Follow with Soft Dead Zone

The camera stays still until the player moves beyond a threshold, then smoothly catches up:

const offset = player.x - camera.x;
if (Math.abs(offset) > 50) {
    camera.x = damp(camera.x, player.x, 6, dt);
}

Smooth UI Hover Animation

No animation library needed — one line in your render loop:

button.scale = lerp(button.scale, isHover ? 1.1 : 1.0, 0.15);
button.opacity = lerp(button.opacity, isVisible ? 1 : 0, 0.1);

Health Bar with Color Gradient

lite-lerp gives you the number. For the colour, reach for the peer library — because a naive RGB lerp from green to red dips through a muddy dark brown, and perceived brightness swings wildly across the bar:

import { inverseLerp, lerp, clamp } from '@zakkster/lite-lerp';
import { lerpOklch, toCssOklch } from '@zakkster/lite-color';

const t = clamp(inverseLerp(0, maxHP, currentHP), 0, 1);

bar.style.width = `${lerp(0, 200, t)}px`;

// OKLCH holds lightness and chroma constant and moves only the hue, so the bar
// keeps the same perceived brightness from full health to nearly dead.
const danger  = { l: 0.7, c: 0.25, h: 25 };   // red
const healthy = { l: 0.7, c: 0.25, h: 145 };  // green
bar.style.background = toCssOklch(lerpOklch(danger, healthy, t));

Numbers from lite-lerp, perception from @zakkster/lite-color.

Angle Blending for 2D Sprite Rotation

lerpAngle always takes the shortest path — no more sprites spinning 350° the wrong way. The delta is wrapped into [-180, 180), so this holds for any input, including un-normalized accumulators like rotation += spin * dt that run past 360°:

sprite.rotation = lerpAngle(sprite.rotation, targetAngle, 0.1);

// Turret tracking a moving target
turret.angle = lerpAngle(turret.angle, Math.atan2(dy, dx) * (180/Math.PI), 0.05);

Normalized Value Mapping

Convert any measurement to a 0–1 range for use with gradients, audio, or UI:

const heat = inverseLerp(0, 100, temperature);  // 0–100°C → 0–1
const color = heatmap(heat);

// Mouse position → rotation angle
const angle = mapRange(mouseX, 0, screenWidth, -45, 45);

Smooth Page Scroll Progress

const scrollT = inverseLerp(0, maxScroll, window.scrollY);
const parallaxY = lerp(0, -200, smoothstep(0, 1, scrollT));
background.style.transform = `translateY(${parallaxY}px)`;

Frame-Rate Independent Exponential Decay

damp() produces identical visual results whether the game runs at 30fps or 144fps:

// These look the same on any display:
value = damp(value, target, 5, 1/30);   // 30fps frame
value = damp(value, target, 5, 1/144);  // 144fps frame (4.8x more frames, same visual speed)

Smooth Dialog Box Entry

const t = clamp(inverseLerp(startTime, startTime + 300, now), 0, 1);
dialog.y = lerp(screenHeight, centerY, easeOut(t));
dialog.opacity = t;

Input Smoothing (deadzone + moveToward + damp)

import { deadzone, moveToward, damp, mapRange, clamp } from '@zakkster/lite-lerp';

// Raw deadzone is discontinuous: output jumps from 0 to ±0.15 at the boundary.
// Rescale the remainder so the stick ramps smoothly out of the dead centre.
const DZ = 0.15;
const stick = (v) => (deadzone(v, DZ) === 0 ? 0 : Math.sign(v) * mapRange(Math.abs(v), DZ, 1, 0, 1));

// Speed-capped movement, then frame-rate independent smoothing.
player.x = moveToward(player.x, player.x + stick(gamepad.axes[0]) * 300, maxSpeed * dt);
camera.x = damp(camera.x, player.x, 6, dt);

Looping Animation (pingpong + smootherstep)

import { pingpong, smootherstep, lerp } from '@zakkster/lite-lerp';

const t = smootherstep(0, 1, pingpong(elapsed * 0.5, 1));   // eased breathe, 0→1→0
sprite.scale = lerp(1, 1.2, t);

Grid Snapping (snap + wrap)

import { snap, wrap } from '@zakkster/lite-lerp';

node.x = snap(pointer.x, 16);                 // 16px grid
enemy.x = wrap(enemy.x + vx * dt, 0, world.width);   // toroidal world
hue = wrap(hue + 1, 0, 360);                  // hue never leaves [0, 360)

Bundle Size

The < 1KB minified claim is enforced, not aspirational. npm run size builds the full export surface with esbuild and fails if it exceeds 1024 bytes:

✅  size gate passed — 997 B minified / 1024 B budget (97.4%), 27 B headroom

It runs on prepublishOnly, so the claim cannot silently go stale. Adding v1.1.0's eight primitives took the surface from 590 B to 997 B — the gate is now the thing that decides whether a ninth one is affordable.

Because sideEffects: false and every export is a pure function, a real import costs far less than the full surface: lerp + clamp is 80 B, lerpAngle is 107 B.


Division Safety

inverseLerp(5, 5, v) returns 0 instead of NaN. This prevents cascade failures through mapRange and smoothstep when min equals max — a common edge case with dynamic data ranges.

TypeScript

Every function is fully typed with JSDoc and .d.ts declarations:

import { lerp, damp, type mapRange } from '@zakkster/lite-lerp';

License

MIT