Hiho,
I'm developing a top secret app for my bachelor thesis. :D But I have some problems implementing camera movement. It's working, but for very small finger movement, it's not moving at all, because of slowCamMovement. But if i do it without slowCamMovement it's moving much to fast. So my question is, if there is a general strategy to implement this, which is much better than my approach? Thanks guys!
	private void moveCamera(float pX, float pY) {
		if (!mCameraMoving) {
			mLastX = pX;
			mLastY = pY;
			mCameraMoving = true;
			return;
		} else {
			if (mLastX == pX && mLastY == pY) {
				return;
			} else if (mLastY > pY) {
				// downwards
				Camera cam = mWorld.getCamera();
				float speed = (mLastY - pY) / slowCamMovement; // slowCamMovement = 100f;
				cam.moveCamera(Camera.CAMERA_MOVEDOWN, speed);
			} else {
				// upwards
				Camera cam = mWorld.getCamera();
				float speed = (mLastY - pY) / slowCamMovement;
				cam.moveCamera(Camera.CAMERA_MOVEUP, -speed);
			}
			lastX = pX;
			lastY = pY;
		}
	}
			
			
			
				What happens if you make slowCamMovement smaller, like say 5.0f?  Also, make sure all your variables are either floats or type-cast as floats in your "speed=" algorithm (so Java doesn't try to do integer division and round to zero).
			
			
			
				This may help
http://www.jpct.net/wiki/index.php/Main_Page
			
			
			
				I figured it out. :) BTW it's an vertical scrolling camera. Works pretty nice right now. But I'm open for suggestions. ^^
onDrawFrame:
	public void onDrawFrame(GL10 gl) {
		if (mCameraSpeed < 0) {
			mWorld.getCamera().moveCamera(Camera.CAMERA_MOVEUP, -mCameraSpeed);
		} else {
			mWorld.getCamera().moveCamera(Camera.CAMERA_MOVEDOWN, mCameraSpeed);
		}
		
		mCameraSpeed *= mCameraSlowing;
		
		fb.clear(new RGBColor(220, 220, 220));
		mWorld.renderScene(fb);
		mWorld.draw(fb);
		fb.display();
	}
moveCamera:
	private void moveCamera(float pX, float pY) {
		if (!mCameraMoving) {
			lastX = pX;
			lastY = pY;
			mCameraMoving = true;
			return;
		} else {
			if (lastX == pX && lastY == pY) {
				return;
			} else {
				mCameraSpeed += (lastY - pY) / 150f;
			}
			lastX = pX;
			lastY = pY;
		}
	}