Questions tagged [extrapolation]
The extrapolation tag has no usage guidance.
16
questions
0
votes
0
answers
114
views
Explaination of Extrapolation from Game Programming Patterns
I'm looking for help because there is one thing from the game loop which I don't clearly understand.
I'm in some way of doing implementation of my own 2D game engine based on book „Build Your Own 2D ...
0
votes
0
answers
82
views
Aircraft trajectory prediction
I have an aircraft that is controlled by player and i need to predict it's position at needed time. It's not a problem if the plane is just moving straight but most of the time aircraft is maneuring. ...
0
votes
0
answers
89
views
how can I visually compensate for latency in a diep.io style game
implementing extrapolation using linear velocity, orientation and position like on here gafferongames.com/post/state_synchronization/ I'm a little confused if I want to extrapolate from a known ...
0
votes
0
answers
345
views
The websocket messages in my online game are being served too slow
Im attempting to make a online game in python, though I have ran into a problem. Basically I want the game to be playable in many regions, but the websockets are to laggy to be played in farther ...
0
votes
1
answer
232
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 ...
18
votes
6
answers
8k
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
0
answers
106
views
Extrapolation - synchronize destination point on a second device while moving
First of all, I read all of the Valve and Gaffer articles but I still have no clue, how to achieve my goal.
I am creating a UDP multiplayer game with a lot of physics (knockbacks, attacks). Packets ...
0
votes
0
answers
133
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 ...
1
vote
1
answer
783
views
How to predict future position of an object(bullet sync)?
There is a multiplayer game and server sends to all clients a message when a shot happens, containing bullet position, bullet velocity and timestamp. By having timestamp, we can calculate the lag, let'...
1
vote
0
answers
85
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.
...
0
votes
3
answers
747
views
How to calculate Pong ball's expected position perfectly (taking wall bounces into account)
I'm writing a Pong clone where the player has to type a word in order to move the paddle. Because of this, I need a way to calculate the position of the ball immediately after it hits the CPU's paddle....
10
votes
2
answers
4k
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 ...
0
votes
1
answer
45
views
Is there an equation to determine when to invoke extrapolation in response to lag?
I've implemented interpolation to smooth character drawing in my networked game. But now I want to fall back on extrapolation if too much time has passed from a user sending an update and the ...
5
votes
2
answers
576
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
3
answers
3k
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 ...
10
votes
2
answers
916
views
Extrapolation breaks collision detection
Before applying extrapolation to my sprite's movement, my collision worked perfectly. However, after applying extrapolation to my sprite's movement (to smooth things out), the collision no longer ...