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

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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 ...
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226 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 ...
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1answer
141 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. ...
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577 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 ...
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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 ...
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134 views

Interpolating rotated objects

I've finally got interpolation working to 'smooth' out movement, however it doesn't seem to work for objects that are rotating (around their own center) - when I try to do this, the objects in ...
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2answers
417 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 ...
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2answers
48 views

Using fixed timestep and interpolating states makes physics fall behind one frame. Does that affect responsiveness?

The title says it all, but let me build more into the question: I suppose everyone by now knows the Fix Your Timestep article, and its proposal to free your physics engine steps from your rendering ...
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184 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 ...
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1answer
286 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 ...
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1answer
225 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 ...
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0answers
145 views

How can I convert between float3 and float2 in HLSL?

I want 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 512x512 2D textures. I ...
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149 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 ...
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2answers
179 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 ...
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3answers
646 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 ...
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1answer
1k 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 ...
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2answers
37 views

particle - interpolate

I want to make a particle that interpolates in Alpha and velocity. public class Particle extends GameObject implements Updateable { int time; int lifetime; int Alpha; double dx; ...
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2answers
112 views

Smooth decelerate, interpolation?

I have two points A and B. I want to perform a smooth deceleration from A stopping at B over time t. The only thing I managed to do so far was a lerp, which isn't right of course because it's ...
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1answer
106 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 ...
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1k 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 ...
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1answer
295 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 = ...
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2answers
266 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 ...
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0answers
83 views

Why does physics interpolation give me periodic jumps/flickers?

I have seen this question but it didn't solve the problem. I have followed the same steps as in this article. What I notice in my Android game is that my interpolation alpha (or fraction or ...
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0answers
40 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 ...
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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. ...