카메라 스프링 재적용
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@@ -31,8 +31,8 @@ void Tick(veng::Engine& engine, std::float_t delta_time) {
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(-stiffness * displacement - damping * camera_lag->linear_velocity) *
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delta_time;
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camera_lag->linear_velocity = glm::vec3(0);
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camera_lag->position = player->position;
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/*camera_lag->linear_velocity = glm::vec3(0);
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camera_lag->position = player->position;*/
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engine.view = glm::lookAt(
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glm::vec3(camera_lag->position.x, camera_lag->position.y, -5.f),
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