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Glossary

This page defines the core terms used in Yarrow.


- Alpha

Normalized progress of a transition — 0 means just started, 1 means complete.

- Delta

Time elapsed between the previous and current frame.
Used to keep updates consistent across frame rates.

- Lerp

Linear interpolation between two values based on alpha.
Used to calculate a value that lies between a start and end point.

For example, if you're moving an object from x = 100 to x = 200,
and the current alpha is 0.5, lerp will return 150.
When alpha is 0, it returns the start value; when 1, it returns the end.

Lerp ensures smooth, gradual transitions over time.

- Transition

A smooth change of a single property over time — e.g., position from A to B.

- Animation

A sequence of one or more transitions, possibly with delays, easing, and looping.

- Delay

Amount of time before a transition or animation starts running.

- Duration

Total time it takes for a transition or animation to complete (including delay, repeats, etc...)

- Easing

A function that maps linear alpha to a non-linear curve, changing how the transition progresses over time.

Instead of moving at a constant speed, easing controls acceleration and deceleration — this gives motion a more natural or stylized feel.

For example

  • linear keeps a constant speed (no easing)
  • ease-in starts slow, then speeds up
  • ease-out starts fast, then slows down
  • ease-in-out starts slow, speeds up in the middle, then slows down again

Easing functions are essential for making animations feel smooth and responsive rather than robotic or mechanical.

- Loop

Specifies if and how many times an animation should repeat. Can be finite or infinite.

- Speed

Multiplier for animation timing. 2.0 plays it twice as fast, 0.5 half as fast.

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