Talk:Enemy AI That Follows The Character Done Right/@comment-15974427-20150619031529/@comment-5334617-20150619181134

Probably the simplest solution for you, then, would be to abandon inertia and friction altogether. Make another variable (or constant) enemSpeed, which is the speed of the enemy.

The last two IF statements are there precisely in case a full-speed step in the direction of the character oversteps: in that case, the speed is reduced, so that the destination is exactly where it should be.

The above code is untested, and may still have some rounding issues. But I think it's closer suited to what you're looking for.