The practice of estimating a result (usually numeric) based on a set of known results.

learn more… | top users | synonyms

1
vote
1answer
91 views

How to synchronize the ball in a network pong game?

I’m developing a multiplayer network pong game, my first game ever. The current state is, I’ve running the physic engine with the same configurations on the server and the clients. The own paddle ...
0
votes
2answers
48 views

Handling early/late/dropped packets for interpolation in a 3D multiplayer game

I'm working on a multiplayer game that for the purposes of this question, is most similar to Team Fortress. Each network data packet will contain the 3D position of the target moving object. (this ...
0
votes
2answers
48 views

Convert vector interpolation to quaternion interpolation? (Catmull-Rom)

I have some existing code which does catmull-rom interpolation on two vectors (facing and up). I'm converting this to use quaternions instead (to replace the two vectors). Is there a general way to ...
1
vote
1answer
73 views

How to make other semantics behave like SV_Position?

I'm having a lot of trouble with shadow mapping, and I believe I've found the problem. When passing vectors from the vertex shader to the pixel shader, does the hardware automatically change any of ...
1
vote
1answer
117 views

Issue with multiplayer interpolation

In a fast-paced multiplayer game I'm working on, there is an issue with the interpolation algorithm. This interpolation is for a moving object not controlled by the local computer. The server sends ...
2
votes
1answer
75 views

Fixed timestep and interpolation question

I'm following Glenn Fiedlers excellent Fix Your Timestep! tutorial to step my 2D game. The problem I'm facing is in the interpolation phase in the end. My game has a Tween-function which lets me ...
2
votes
2answers
242 views

Frameskipping in Android gameloop causing choppy sprites (Open GL ES 2.0)

I have written a simple 2d platform game for Android and am wondering how one deals with frame-skipping? Are there any alternatives? Let me explain further. So, my game loop allows for the ...
1
vote
3answers
236 views

Interpolation using a sprite's previous frame and current frame

Overview I'm currently using a method which has been pointed out to me is extrapolation rather than interolation. As a result, I'm also now looking into the possibility of using another method which ...
10
votes
2answers
309 views

Extrapolation breaks collision detection

Before applying extrapolation to my sprite's movement, my collision worked perfectly. However, after applying extrapolation to my sprite's movement (to smooth things out), the collision no longer ...
-1
votes
2answers
73 views

Problems with my interpolation inplementation

When I interpolate my sprite's movement (code below), I'm curious as to whether the part where I actually apply the interpolation to the sprite's current X position (in my render call) is correct. ...
0
votes
1answer
78 views

How can I make a spline out of three points that define circular arc?

I was looking at the descriptions of various curve techniques here and noticed the mention of circular arcs. I want to implement something like this, but I'm not quite sure what the correct formula to ...
2
votes
0answers
71 views

2D Animation Blending [closed]

I have been researching on 2D Animation Blending technique similar to what Unity 4.3 has. I know how Animation blending in 3D works but I have no idea how it works in 2D. How does 2D Animation ...
0
votes
0answers
26 views

Constantly interpolated splines

Trying to implement a movement through a curve - I'm trying to find a type of curve/spline that interpolates constantly. What I mean: when I interpolate from t=0 to t=0.1, I want it be the same ...
0
votes
0answers
123 views

Improve interpolation in 2d multiplayer game

I have a problem to solve while prototyping networking for a 2d game. Here's what I have so far and what's giving a headache: I run a multi-player session where one host is an authoritative server ...
6
votes
2answers
185 views

How do I avoid interpolation artefacts when scaling up a heightmap?

I am using a bicubic interpolation algorithm in order to upscale a height map, and I am noticing some artifacts around the pixels boundaries. However, these artifacts don't seem to appear when I use a ...
4
votes
1answer
86 views

Dealing with interpolation and object creation/destruction

I've implemented a game loop similar to that in Glenn Fiedler's Fix Your Timestep! article. I have an update step running at 50Hz and a render step running at 60Hz (monitor refresh rate). To keep ...
0
votes
0answers
66 views

Skinning mesh with Hermite Interpolation

I'm trying to implement an skinning mesh and I use Hermite Interpolation for evaulating frame's position. When I use the normal interpolation t*p1 + (1-t)*p2, it run well, but when I change to ...
1
vote
2answers
102 views

Bilinear filtering: Selecting pixels to interpolate between

When looking for implementations of bilinear filtering online, all the ones I can find seem to just pick the current pixel, and the three pixels to the bottom and right side of the current pixel. ...
1
vote
1answer
109 views

Update and Render logic with interpolation

I am working with C and SDL2 and just wanted some insight as to how to properly apply interpolation to the rendering. EDIT - some clarification, update() input() and render() are just hypothetical ...
3
votes
3answers
143 views

Smooth interpolation with variable time steps

My game engine just went through a small overhaul that changed its fixed time step loops into variable time steps ones. Though everything has already been adapted steadily to the new environment, ...
0
votes
1answer
83 views

Why is interpolation passed into the rendering routine when the position and speed are related to the update routine?

I've read this in several well known articles, including this one: http://www.koonsolo.com/news/dewitters-gameloop/ Under the Interpolation and Prediction subheading is the description of the ...
1
vote
1answer
155 views

Algorithm for smoothing a network object's movement

We are building multiplayer game where there's no central server managing the game. Each player is responsible for sending out its state to all connected players. In addition, all clients run ...
0
votes
3answers
254 views

Multiplayer object interpolation

Currently I'm participating in a multiplayer game project as a network developer. Unfortunately, however, I'm facing an interpolation problem which makes game objects look like they are ...
2
votes
2answers
877 views

Computing pixel's screen position in a vertex shader: right or wrong?

I am building a deferred rendering engine and I have a question. The article I took the sample code from suggested computing screen position of the pixel as follows: VertexShaderFunction() { ... ...
1
vote
2answers
122 views

Easing equations with moving end points

Usually easing equations have 4 parameters: time duration begin point end point For example: public static float EaseOutQuad(float currTime, float begin, float end, float duration) { currTime ...
0
votes
0answers
78 views

How to encode float3 into float2 and back again in HLSL?

Good afternoon, I am looking to offload some 3D calculations to the GPU without raising my requirements to DX10. Specifically, I am generating densities in 64x64x64 3D blocks, which fit nicely into ...
4
votes
2answers
269 views

Method for interpolation between 3+ quaternions?

I'm currently using spherical linear interpolation (slerp) to interpolate between two quaterions with a weighted value. But, I'm having a difficult time coming up with a method to interpolate between ...
1
vote
1answer
121 views

“retro”-look in 3d-XNA-game

In my XNA-4.0-game (which somehow is a bit like MineCraft), I have got some big cubes with small textures (16x16px) on it. By default, XNA just scales them up smooth so there aren't any hard borders. ...
0
votes
1answer
581 views

Multiplayer Network Game - Interpolation and Frame Rate

Consider the following scenario: Let's say, for sake of example and simplicity, that you have an authoritative game server that sends state to its clients every 45ms. The clients are interpolating ...
0
votes
1answer
169 views

Lerp an object based on timers

I'm trying to make a target lerp between two objects based on a timer. At the moment, I have the following code: float distCovered = (Time.time - waitTime) * speed; float fracJourney = ...
0
votes
1answer
794 views

Interpolating a player between two 2D points?

I would like a player to be able to move in a direction smoothly, whilst sticking to a fixed grid. Much like in Pokemon, how the player can move, but when the key is pressed and released quickly, they ...
4
votes
1answer
258 views

Networked Physics - Interpolation Causes Physics Engine to Explode

A major issue I am encountering right now is that my physics engine (BEPU) and my network interpolation are conflicting with each other. The player is a physics object, and so the physics engine ...
20
votes
4answers
9k views

How to avoid texture bleeding in a texture atlas?

In my game there is a Minecraft-like terrain made out of cubes. I generate a vertex buffer from the voxel data and use a texture atlas for looks of different blocks: The problem is that the texture ...
1
vote
0answers
123 views

Input and packets handling when using render interpolation

I'm implementing valve's networking model for my simple top down game but I have some design problems and I just can't think of good solutions. The one of the main ideas that there is a render time ...
9
votes
2answers
218 views

Interpolating between two networked states?

I have many entities on the client side that are simulated (their velocities are added to their positions on a per frame basis) and I let them dead reckon themselves. They send updates about where ...
8
votes
3answers
859 views

Narrow-phase collision detection algorithms

There are three phases of collision detection. Broadphase: It loops between all objecs that can interact, false positives are allowed, if it would speed up the loop. Narrowphase: Determines whether ...
3
votes
1answer
680 views

GLSL custom interpolation filter

I'm currently building a fragment shader which is using several textures to render the final pixel color. The textures are not really textures, they are in fact "input data" to be used in the formula ...
6
votes
2answers
806 views

UV texture mapping with perspective correct interpolation

I am working on a software rasterizer for educational purposes and I am having issues with the texturing. The problem is, only one face of the cube gets correctly textured. The rest are stretched ...
8
votes
1answer
1k views

Depth interpolation for z-buffer, with scanline

I have to write my own software 3d rasterizer, and so far I am able to project my 3d model made of triangles into 2d space: I rotate, translate and project my points to get a 2d space representation ...
9
votes
2answers
271 views

Server-side Input

Currently in my game, the client is nothing but a renderer. When input state is changed, the client sends a packet to the server and moves the player as if it were processing the input, but the ...
2
votes
2answers
538 views

What algorithm is mostly used to interpolate animations?

Because DCC tools supports very many options, we resample the animation curve splines, but I think it still need to be interpolated. I think there's some de facto standard for this animation ...
4
votes
3answers
916 views

Interpolate and collisions

Lets take the simple example of a ball bouncing off a wall. The physics is separated from the display. The physics is set to run at say 20 frames per second and the display is running faster than this ...
1
vote
2answers
330 views

How do I interpolate air drag with a variable time step?

So I have a little game which works with small steps, however those steps vary in time, so for example I sometimes have 10 Steps/second and then I have 20 Steps/second. This changes automatically ...
2
votes
3answers
288 views

Interpolation gives the appearance of collisions

I'm implementing a simple 2D platformer with a constant speed update of the game logic, but with the rendering done as fast as the machine can handle. I interpolate positions between actual game ...
1
vote
1answer
462 views

Frame Interpolation issues for skeletal animation

I'm trying to animate in-between keyframes for skeletal animation but having some issues. Each joint is represented by a quaternion and there is no translation component. When I try to slerp between ...
1
vote
3answers
880 views

How do you blend multiple colors in HSV (polar) color-space?

In RGB color space, you can do a weighted multiple-color blend by just doing: Start with R = G = B = 0. Then we perform a blend at index i using a set of colors C, and a set of normalized weights w ...
0
votes
2answers
246 views

Effort of impementing interpolation in networked Asteroids

Questions: When we draw with interpolation, where should the collision detection code be? Is it worth implementing interpolation in the following situation? This is for Scrolling Asteroids. I have my ...
1
vote
3answers
564 views

Interpolating from Current- to Target-value every frame

I have a CurrentValue and a TargetValue. Every frame, i want the CurrentValue to "lerp" towards the TargetValue. I always seem to get jitter, because the currentvalue never perfectly hits the ...
19
votes
3answers
1k views

How does one avoid the “staircase effect” in pixel art motion?

I am rendering sprites at exact pixel coordinates to avoid the blurring effect caused by antialiasing (the sprites are pixel-art and would look awful if filtered). However, since the movement of the ...
3
votes
2answers
1k views

Why does my position interpolation code result in “jumpy” motion?

I am developing an android game with box2d and use a fixed timestep system for advancing the physics. However as I use this system it requires the box2d positions to be interpolates. I read this ...