#Help with Exponential curve
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var curve_factor_thing : float = 1.0
spawn_rate = curve_factor_thing / wave_length
You can change the curve_factor_thing to some other value that fits your needs
When wave_length is exactly one, then spawn_rate will be equal to curve_factor_thing (since you're dividing it by one)
When wave_length is less than once, the value will get bigger and bigger as you approach 0. At zero, you will get a "division by zero" error or some other floating-point shenanigans
And as wave_length approaches larger values, spawn_rate will get closed and closer to zero