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

learn more… | top users | synonyms

8
votes
1answer
2k 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
285 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
756 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
1k 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
410 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
314 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
554 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 ...
2
votes
3answers
1k 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
264 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
689 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 ...
20
votes
3answers
2k 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
2k 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 ...
10
votes
2answers
9k views

How do I linearly interpolate between two vectors?

I have a velocity vector where my client is at and where its going, and I have the same vector that comes from the server telling where the client should be. Sometimes its a bit different, so I want ...
4
votes
4answers
2k views

non-linear interpolation

I have an object, and i want to interpolate its position between two points over a given time period; but i dont want it to be a linear interpolation. I'm not sure if i'm phrasing this right. vector ...
1
vote
2answers
3k views

GLM: Quaternion SLERP Interpolation

I wish to interpolate two quaternion values. As I still can not get working results, can I kindly ask you to verify my function calls? The code below supports GLM (OpenGL Mathemathics) library, so ...
20
votes
2answers
4k views

How to Interpolate between two game states?

What is the best pattern to create a system that all the objects positions to be interpolated between two update states? The update will always run at the same frequency, but I want to be able to ...
2
votes
3answers
2k views

Interpolating Matrices

Apologies if I am missing something very obvious (likely!) but is there anything wrong with interpolating between two matrices by: float d = (float)(targetTime.Ticks - keyframe_start.ticks) / ...
10
votes
3answers
4k views

Interpolating positions in a multiplayer game

In order to save bandwidth in my multiplayer game, I do not update every object every server tick, instead each object has an updateRate which tells the game that this object is expected to be updated ...
19
votes
6answers
1k views

Data structures for interpolation and threading?

I've been dealing with some frame-rate jittering issues with my game lately, and it seems that the best solution would be the one suggested by Glenn Fiedler (Gaffer on Games) in the classic Fix Your ...