j authored by Jeffrey Fisher's avatar Jeffrey Fisher
......@@ -24,7 +24,7 @@ Goals:
## Linear scaling
The simplest method of scaling is linear. You take the input domain and stretch or squish it (if necessary) to fit the desired output range. For example you could convert a number in $`[-2^32, 2^32 - 1]`$ (joystick) to a number in $`[0, 1]`$ (percentage of thrust).
The simplest method of scaling is linear. You take the input domain and stretch or squish it (if necessary) to fit the desired output range. For example you could convert a number in $`[-2^{32}, 2^{32} - 1]`$ (joystick) to a number in $`[0, 1]`$ (percentage of thrust).
This is fine, but can be a bit "jumpy". It can be difficult to make small movements on a joystick, especially one on a relatively cheap controller (I'm sure airplane controls are a lot nicer mechanically). The linear scaling method leaves making precise movements up to the physical ability of the user and the controller.
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