The practice of estimating a result (usually numeric) based on a set of known results.
0
votes
1answer
131 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 ...
0
votes
1answer
73 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 = ...
12
votes
4answers
998 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 ...
4
votes
1answer
151 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 ...
8
votes
2answers
2k 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 ...
1
vote
0answers
89 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 ...
7
votes
2answers
153 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 ...
6
votes
3answers
283 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 ...
4
votes
2answers
403 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 ...
3
votes
1answer
255 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 ...
7
votes
1answer
479 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
238 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
342 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 ...
3
votes
3answers
504 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
213 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 ...
1
vote
1answer
328 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
236 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
3answers
426 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
1answer
162 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
389 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 ...
3
votes
2answers
962 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 ...
15
votes
3answers
789 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
4answers
1k 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
2k 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 ...
17
votes
2answers
2k 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
867 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) / ...
8
votes
2answers
2k 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 ...
18
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 ...

