I've read this in several well known articles, including this one:


Under the Interpolation and Prediction subheading is the description of the formula. I'm currently using the suggested game loop from the article (without passing in the interpolation). I get why interpolation is used, but I'm having trouble understanding why it is applied during rendering, and how it relates to my game.

I'm presently using pure tile based movement for 32x32 tiles. So my player moves from tile A to tile B so long as tile B can be occupied, and at a fixed rate of 1 pixel per 10ms. The state is "walking" until the player moves the full 32 pixels, at which point the state is "stopped". This all happens in a standard timer, but all during my update routine. My rendering routine simply takes the player's position and renders it onto the map. There is no "speed" per say in that equation that is accessible. So how would I use interpolation?

  • \$\begingroup\$ The idea is to run your game simulation at a fixed time step in all situations, while rendering does the interpolation based on an object's current (or target) position and velocity. This post may answer some of the questions: learn-cocos2d.com/2013/10/… \$\endgroup\$ – LearnCocos2D Dec 15 '13 at 17:23
  • \$\begingroup\$ I'm sorry to be so dense about this, but can you define "fixed time step"? I've read the terms variable and fixed time step, but don't quite understand simply what a time step is. \$\endgroup\$ – user6214 Dec 15 '13 at 22:07
  • \$\begingroup\$ Some of the problem may also be that I have no separate field for velocity. I'm moving the length of a tile (32 pixels) at a presumably fixed rate. If instead I did have a velocity integrated it might make more sense to me. \$\endgroup\$ – user6214 Dec 15 '13 at 22:20
  • \$\begingroup\$ I once worked on a PS2 game where we did exactly this so that the rendering could draw objects at slightly different positions on odd-numbered scan lines than on even-numbered ones. The television's interlaced video signal gave us the appearance of 60fps rendering when we were actually only rendering at 30fps. With modern televisions you can't do this trick any more, but it was a neat hack at the time. \$\endgroup\$ – Trevor Powell Dec 15 '13 at 23:54

That article seems to be written around a variable framerate. This is okay for rendering, but many parts of a game are time-dependent (want to avoid huge jumps in time). Variable framerate is especially bad for physical simulation. To avoid such issues most parts of a game can be updated at a fixed timestep, while rendering can be updated at maximum FPS.

You take previous positions from the game, and current positions and interpolate between the two to form a smooth animation for animating the sub-steps between two simulation loops.

If you want more detail I wrote a better article here. See the section on time stepping.

| improve this answer | |

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy