No, I wouldn't want to do that. Not in my game, anyway.FrankenGraphics wrote:If you would want... (a velocity crossfade beginning at the discontinuity)
The 2nd derivative discontinuity provides a slight feeling of immediate response to the release. Trying to soften this would take away that feeling, which I think is very important to have.
The remainder of the arc above the release point already provides an "easing off" which continues in a perfect parabola from that point. The shape of the parabola is identical to that of the full jump from a lower height, so that part of it remains consistent for all jumps, and by switching immediately to it, we get the maximum amount of time spent on its familiar, predictable path.
There's a balance between smoothness, responsiveness, and predictability that results from various choices. I don't think it would be appropriate for my game, but maybe you're making something that needs more extreme smoothness.
FWIW, I though the original version of Cheril's jump was unusual, but acceptable. The slow start to the jump is strange, but it doesn't seem to detract from the game, for me. In Lala, there's a few jumps out from narrow gaps where it might even be an advantageous shape. The most important thing to me is that the level design and challenges of the game are based around the jump, so I don't really understand the desire to change at this late point in time. (I do enjoy the discussion of various types of jumps, though.)