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

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4
votes
3answers
170 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
222 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 ...
1
vote
2answers
76 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 ...
1
vote
1answer
66 views

Is it possible to interpolate different sprites?

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 ...
1
vote
0answers
37 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
0answers
22 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
54 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
31 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. ...
1
vote
0answers
53 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 ...
1
vote
0answers
164 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 ...
1
vote
0answers
156 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 ...
0
votes
0answers
42 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
0answers
32 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 ...
0
votes
0answers
108 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 ...
0
votes
0answers
45 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 ...