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

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3answers
796 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 ...
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2answers
201 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 ...
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2answers
49 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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1answer
311 views

Can UNet do Rigidbody2D prediction? (i.e. using gravity)

Having a NetworkTransform with transformSyncMode set to SyncRigidbody2D (as opposite to a plain SyncTransform) I assumed it would try to sync all physics, hence handling gracefully forces, especially ...
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3answers
1k 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 ...
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2answers
494 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. ...
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1answer
468 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 ...
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1answer
303 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
149 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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1answer
621 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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1answer
20 views

Image Interpolaton for Rotation

I am building a 2D game in Java in which I use trig operations for rotation. I know Java offers an excellent graphics library but I intend to make my own code just for learning purposes. Now the ...
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2answers
115 views

Interpolation over a network - receiving and drawing an opponent in 1v1 game

I'm a newbie Java coder and I'm creating a 1v1 game with an authoritative server and two clients. My whole network is based on UDP packets: sending positions from clients sending confirmations ...
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1answer
159 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
468 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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0answers
31 views

How to smooth low-res sampling of noise for voxel terrain

I am attempting to create a new terrain generator as part of a minecraft mod, which works very well if it samples at the full terrain resolution (16x256x16 voxels per terrain chunk). This is extremely ...
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0answers
40 views

Cell height with heightmap for collision detection

Hello everyone I'm programming a game with c++ and openGL. My world is generated from a heightmap (100x100 matrix with values 0-255) and now I need a function that returns the actual height based on ...
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1answer
59 views

Entity Interpolation (Lost Packets?)

I'm working on a networked game for a while. I'm aware of client-side prediction and lag compensation (shooting) but I'm not sure about entity interpolation client-side. I'm sending update/sync ...
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1answer
115 views

Is it possible to interpolate different sprites? [duplicate]

I can interpolate different animations based on position, rotation, and scale. I want to do the same for different sprites, automatically. For example, lets say I have a soda can being crushed. I ...
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0answers
24 views

Player Position interpolation - question

I have a 1v1 real-time game. I'm sending packets with UDP, I'm using Kryonet. I had gameloop on a client that was working like this (just an example): while(true){ if(player_me.getState == ...
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0answers
61 views

2D Physics library for multiplayer in c++ [closed]

Im trying to create a top down shooter with multiplayer functionality. So far im using Box2D for my physics Simulation. The last few days I played around with syncing movement between Clients and ...
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0answers
61 views

HeightMap from a graph

This is just a toy experiment. I laid out a graph in 2d space, so that every node has x and y coordinates. I'm considering degree of a node as a height value at position x and y of a height map. I ...
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0answers
33 views

Interpolate Entitiypositions received from Server

I want to Inter, or perhaps, extrapolate the positions of gameentities on the client. Those positions are received from the Server. The vague updaterate of the server makes it difficult to implement. ...
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0answers
73 views

How to deal with inconsitent game state in entity interpolation

I'm prototyping an online fast paced multiplayer game for educational purposes. I use a client-server model with the server being authoritative. I've already implemented the client side prediction ...
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2answers
79 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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1answer
407 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
301 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
183 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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0answers
162 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
261 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
892 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
2k 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
178 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
130 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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1answer
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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2answers
45 views

The tolareable lag range in a multiplayer game

I am programming a multiplayer game. I calculate the ping in ms as : ping = the_time_i_recieved_pong - the_time_i_sent_ping I implemented client-side prediction and interpolation algorithms. When I ...
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1answer
112 views

360 degree quaternion interpolation?

I am in the process of implementing interpolation into a simple game loop I am playing with after reading the infamous "fix your timestep" article (which is amazing by the way). I have the position ...
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2answers
64 views

Calculating interpolation percentages

I've been reading valve's article on multiplayer networking repeatedly recently and everything is starting to make since. One thing I'm wondering on though however is what percentage value to use for ...
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2answers
102 views

How can I simulate the effects of network latency to test my lag compensation?

I am trying to observe the effects of lag compensation in my game by increasing my ping to 200+, adding loss, and by the limiting bandwidth to simulate wide area network delays using Network Emulator ...
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1answer
385 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
279 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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1answer
61 views

Network interpolation wont work for local player

im currently developing a little duengon crawler. It should have lan multiplayer and it works great but i think im sending to much packets. Should i send packets over network, when a player moves in ...
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0answers
16 views

Resolving prediction error from client side prediction and server reconciliation

I am writing a network game based on Gabriel Gambetta's articles on client-side prediction/server reconciliation. I have client-side prediction down (using Box2D for prediction) as well as server ...
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1answer
56 views

Smooth mesh from voxel grid

Im trying to implement smooth voxel grid meshing using marching cubes algorithm but I dont quite understand how to do the interpolating (I understand that this would solve the problem) to achieve the ...
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0answers
41 views

Can anyone see what sort of network issue this is? I am using Photon [closed]

Very similar to my other issue with multiplayer android game. I have read up on Marco Polo tutorials, downloaded the demo projects, seen the Sky Arena videos, seend 2 other multiplayer series, and ...
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0answers
55 views

How long should interpolation last in multiplayer game?

I'm making a multiplayer game. Server is sending update packets 20x per second, that contain players positions, velocities and other important data. I want to interpolate between current and updated ...
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0answers
45 views

Interpolating positions between FixedUpdate frames in Unity?

Lockstep Framework uses FixedUpdate () in Unity to match an assumed fixed timestep. At higher rates, FixedUpdate doesn't at all run at a fixed rate but instead runs multiple times in a single frame to ...
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0answers
117 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
47 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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2answers
89 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. ...