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

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0
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1answer
74 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 ...
0
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0answers
33 views

sphere to sphere interpolation

I am at the moment trying to come up with an scheme that interpolats between a current state and a desired state. Each state consist of an 3d coordinate and a rotation matrix, orienting an camera ...
5
votes
3answers
243 views

Points evenly spaced along a bezier curve

I have looked around for a while and I can't find a solution to this problem. Let's say I have a cubic bezier curve (defined by 4 points) and I want to get a set of points that are spaced evenly along ...
2
votes
2answers
249 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
1answer
66 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 ...
0
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0answers
22 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 ...
1
vote
1answer
23 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 ...
1
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0answers
33 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 ...
8
votes
2answers
709 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 ...
0
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2answers
48 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 ...
15
votes
6answers
3k views

When should I extrapolate and when should I interpolate?

I'm having trouble understanding when to extrapolate and when to interpolate. In gaffer on games, he said to interpolate but then in another article it recommended extrapolating the player. So my ...
1
vote
2answers
119 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 ...
0
votes
1answer
116 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 ...
0
votes
2answers
67 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 ...
1
vote
1answer
135 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 ...
0
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0answers
56 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 ...
0
votes
2answers
125 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 ...
1
vote
0answers
41 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 ...
1
vote
1answer
64 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 ...
0
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0answers
46 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 ...
10
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5answers
2k views

How do I generalise Bresenham's line algorithm to floating-point endpoints?

I'm trying to combine two things. I'm writing a game and I need to determine the grid squares lying on a line with the floating-point endpoints. Moreover I need it to include all the grid squares ...
1
vote
0answers
25 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 == ...
1
vote
0answers
64 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 ...
4
votes
4answers
233 views

How do I make a racing car turn more smoothly when traversing waypoints?

In a racing game, I have set up waypoints for the player to follow. I have added many waypoints to give an illusion of curved movement. However, the player car turns instantaneously when passing ...
1
vote
0answers
62 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 ...
1
vote
0answers
34 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. ...
6
votes
4answers
341 views

Interpolation using cubic Bezier curves

I am trying to create an interpolate function for an animation library to achieve a tweening effect between frames. I want this to work with Bezier curves. I have created a jsFiddle (here) of my ...
1
vote
0answers
81 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 ...
9
votes
4answers
229 views

How do I interpolate around a rectangle?

I want to make a fancy animation where a point travels around a rectangle. I want to find the point's position at a time t. The rectangle is given by X, Y, Width and Height. Is there an algorithm ...
1
vote
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; ...
27
votes
5answers
21k 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 ...
2
votes
1answer
94 views

How do I calculate the position of a vehicle moving between tiles, over time?

I'm working on a small multiplayer game where players can create cities, and these cities will be placed on what's called the "world map." The world map is basically a giant coordinate plane made up ...
1
vote
2answers
82 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 ...
1
vote
1answer
326 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 ...
9
votes
4answers
2k views

Could frame interpolation like used by SmoothVideo Project be an option to increase the framerate of games without as big a performance hit?

The SmoothVideo Project uses frame interpolation to increase the fps of video from 24 to 60. The results are pretty impressive. I was wondering if this could be applied to, and whether it would look ...
3
votes
1answer
131 views

Client interpolation for 100% serverside game

I'm developing an online browser MMO 2d war game. And I'm having some issues with the interpolation. The server sends updated positions to the clients every 90 ms. I've managed to make it smooth, ...
5
votes
2answers
566 views

Low quality bilinear sampling in WebGL/OpenGL/DirectX

I'm seeing low quality bilinear texture sampling in WebGL, OpenGL and Directx, and was wondering if anyone knew how to make it higher quality? The picture below should help show what I mean. The ...
0
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0answers
120 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 ...
21
votes
3answers
3k views

Why do some networked games use interpolation and some use pathfinding for remote movement?

This is a bit of an open question but I'd like to see someone contribute a good reasoning for both. For a quick example of both: Interpolation Model Think the Valve model where the client is ...
2
votes
1answer
84 views

What will happen if the argument of mix() or clamp() is above 1 or below 0?

There's two magnificent intrisincs: mix() in GLSL and clamp() in HLSL, which are used to implement linear interpolation. Let's say we have a variable: float v = ?; // where ? can be [-FLOAT_MAX, ...
9
votes
2answers
305 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 ...
1
vote
1answer
309 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 ...
2
votes
1answer
859 views

Libgdx Actions interpolation Fadeout

In libGDX there is a simple fade Interpolation that speeds up towards the end of the action animation. But what I am looking for is the reversed of it, it needs to start fast and slow down near the ...
4
votes
1answer
71 views

How can I find the minimal texture size so the texture requires no pixel interpolation when transformed by a given matrix?

Given a rectangle with width x and height y, and a transformation matrix T: How can I estimate the minimal resolution of the texture (that is, its width and height) such the interpolation of ...
1
vote
0answers
190 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 ...
10
votes
2answers
1k views

How to handle realtime random movement with client side prediction

I'm building a realtime multiplayer game that runs the same 'physics' loop on client and server. I'm using a steering behavior 'wander' that is essential random movement. The client and server ...
4
votes
3answers
302 views

Lerping character moving up and down slope tiles

So, when interpolating position against a standard 'horizontal' platform, everything works great. What happens is something like this..... (Question continues after graphic) Now, the question I ...
2
votes
2answers
139 views

Rendering after interpolating, renders inside/outside other objects

So, we're working out our interpolated render-coordinates during our render call and it's doing a fantastic job of smoothing everything out. All is great and collision detection is working to a ...
1
vote
1answer
166 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
1k views

How does interpolation actually work to smooth out an object's movement?

I've asked a few similar questions over the past 8 months or so with no real joy, so I am going make the question more general. I have an Android game which is OpenGL ES 2.0. within it I have the ...