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Questions tagged [interpolation]

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

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Network racing game position interpolation jitters a lot

I'm making multiplayer racing game and I have problem with interpolating position.. Here's the sequence. Server simulate the world and send vehicle transform packet through UDP socket every 33ms to ...
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-1 votes
2 answers
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How to interpolate angular data properly

I have been trying to interpolate raw angular data in degree (for a flow map grid) but any attempt fails because there is always two path, and I can't figure out how to interpolate on the shorter one ...
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Problem in interpolating quaternion in networked game

I've tried to interpolate position and rotation of object between previous state and next state from server. Here's what I was doing. ...
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How do i correctly interpolate between 2 positions recieved from server?

I am trying to implement interpolation in client side. I store Vector2 position data recieved from server in a list and try to interpolate (x,y) from previous position to next position as data comes. ...
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Given a set of points with color values, finding a gradated color value from a given position

I guess the verb form of gradient is "gradate" and not "gradiate"? Hi! I have a set of 2D points (actually 3D, but we can ignore the Y axis unless it's trivial) bound to color ...
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Can you interpolate statelessly?

I was just wondering if it's possible to to a linear interpolation between two rotations without maintaining any kind of state. What I mean is let's say I have a loop function where all my code is ...
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Where is this quad pattern coming from? [duplicate]

I'm rendering a map generated from noise. For debugging purposes, I'm just using the normals as color. I'm not sure how good/correct my calculated normals are, either way, I'd expect a smooth colored ...
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UV interpolation gets distorted on a trapezoid [duplicate]

I'm experiencing an interesting distortion in the UV mapping of a trapezoid. When I map a square plane and tilt it backwards, the perspective-correct interpolation gives it the expected pinching at ...
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How to gradually interpolate smoothly between two yaw rotations in Minecraft MCP/Forge?

I am coding a custom client for Minecraft using MCP. (Please no hate, I'm not making a hacked client!) I have two variables currentYaw which is the current yaw ...
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Player speed varies due to interpolation

I'm building a multiplayer FPS in the vein of Quake. This is my setup: Clients send the server a "user command" on every simulation tick (which is fixed at 60 simulation steps per second) ...
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2 votes
0 answers
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Interpolation hitches caused by Quake-like client-server design

I'm building a very small multiplayer shooter game. I'm facing a problem related to interpolation. In order to explain the problem I have to give an overview of the client-server design of my game (it'...
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1 answer
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Why does the kinematic body move in opposite direction after I interpolate its movement, and how do I fix it?

I have added some basic movement and some manual interpolation to a cube that is a kinematic body in Godot. ...
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1 answer
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How to interpolate colors around the spectrum of hues?

I wanted to generate a 7 segment display whose color brightness varies with time, this can be done by just using linear relationship. ...
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2 votes
2 answers
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How to smoothly interpolate 2D camera with pan and zoom

I'm developing an animation application with a 2D virtual camera. The camera viewport can be positioned and scaled in the keyframes and is then interpolated to render the final animation from the ...
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1 vote
1 answer
247 views

How do I calculate to and from a Non-Linear Acceleration?

I am looking at non-linear accelerations using the following values: initial_acceleration time_to_max_velocity max_velocity current_velocity Initial_acceleration is the per frame acceleration we ...
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Inverse Distance Weighted interpolation between N Vector3s in Godot

I have a number of Vector3s in Godot arranged in a grid, let's say they look like this (looking at them from above, with Godot Y-is-up): ...
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How do I interpolate an object from point A to B such that it accelerates, overshoots, and bounces back to target position?

How The Game Works You grab and drag an object around. Once you let go, it interpolates to a certain, variable position, and that's what I'm trying to do here. Problem Description I'm talking about ...
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Low Level Audio Engine Sample Rate Conversion

First off, there seems to be a sparse number of audio programming tutorials out there so if anyone knows of some good resources I would be very appreciative. Now on to the topic at hand! I am using ...
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C# UDP Multiplayer Networking - issue with choppiness and consistency

I know I've done this incorrectly, but I don't know what the right way is. Right now I have two clients that connect to a server. Each tick the players send a packet of information containing their ...
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2 votes
1 answer
170 views

Slerp to slerp smoothing

p0 ------- p1 ------- p2 I am successfully slerping between 2 points (p0-p1; p1-p2). But the transition between two slerped angles (p1_in-p1_out) do not match, ...
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2 answers
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Unity3D - Camera Jitters When Displacing and Rotating Smoothly

DISCLAIMER: I am using Unity 5.6.5f1 for this code, I honestly don't know if there would be API updates on later versions, though I don't think so. I tried to make a simple Third Person Camera that ...
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5 votes
2 answers
591 views

Interpolating between positions unfeasible at 30 frames per second?

I am working on a 3D platformer in Unity and I am targeting Android devices. The game consists of a lot of objects smoothly interpolating from the bottom of the screen to the top. This whole time I'...
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Help understanding Accidental Noise Gradient function

Background: I am trying to create a set of functions to manipulate noise, similar to Libnoise, Fastnoise and the Accidental Noise Library. The end goal is to produce terrain. As recommended by ...
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4 votes
1 answer
371 views

Fixed Timestep with Interpolation | Blurry & Choppy

I've been implementing a game loop with a fixed timestep which uses interpolation as described in the (legendary as I have come to find out as it is referenced in almost every post I have read trying ...
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Can you decompose a rotation into a rotation around an axis and a quaternion?

I have a rotation represented by a quaternion and I want to get a rotation angle around the forward axis together with another quaternion which will together represent the original rotation. The ...
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2 votes
3 answers
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Godot 3.0 Constant 2D Angular Velocity

I am making a Top-Down shooter in Godot 3.0 on Linux. I would like to have my character rotate to face the mouse-pointer at a constant speed, and have rotation speed power-ups that allow the player ...
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1 vote
0 answers
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Linear Interpolation Implementation

I'm trying to implement entity interpolation into my game. The structure is as follows: Send the keypress states from the client to the server Process the inputs and make calculations based on them ...
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1 vote
1 answer
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Aim/Scope Oscillation Algorithm

I have been struggling to find an algorithm to implement something that will make a direction oscillate within a cone constraint, in a helix-shaped fashion as in photo (it will always go back to the ...
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3 votes
2 answers
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Suitable interpolation for animating explosions

Is there a standard interpolation function for animating explosions? Like there is with smoothstep or smootherstep for walking animations or cars going from point A to B. I'm assuming the explosion ...
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How should I implement lag compensation in my racing game?

I've looked around and I see a lot of discussion about lag compensation for FPS's, but none for racing games. I know Mario Kart uses some sort of interpolation for other racers, but it doesn't ...
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Prevent keyframe interpolation in imported model animation in Unity

I made first person model in blender. It also has animations in it. Most of animation works fine, but in some cases, Unity's keyframe interpolation makes wrong result. Note that animation was made ...
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1 vote
1 answer
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Acceleration in Unity

I am trying to emulate acceleration and deceleration in Unity. I have written to code to generate a track in Unity and place an object at a specific location on the track based on time. The result ...
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1 answer
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Can't figure out what's making the player teleport back to spawn

I've been working on a multiplayer game that uses pathfinding and I'm really confused over this one weird bug. On your screen, the other player glitches between the spawn point and his current ...
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2 votes
1 answer
891 views

How to smooth rotations?

I have a semi-regularly (15fps to 60fps) sampled source of position and orientation to which I am using dead reckoning to fill in gaps. However, I would like to smooth it further to eliminate any ...
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4 votes
0 answers
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How to handle increased/decreased latency in client side entity interpolation?

Edit After reading some more questions on this board, I've come up with this potential scheme. Feel free to give any suggestions / criticisms on the scheme I show in the box below. ...
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1 answer
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Smooth Rotate Object While Orbiting

I am working on a 3D game where you can control an object that orbits a sphere with an on-screen virtual joystick. So far I have that part working, but the object follows the joystick angle perfectly ...
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1 vote
1 answer
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Fixed timestep updates with a variable timestep update

Many suggest that a game loop looks something like this. See: http://gameprogrammingpatterns.com/game-loop.html http://www.koonsolo.com/news/dewitters-gameloop/ https://gafferongames.com/post/...
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1 vote
2 answers
2k views

Why do my sprites jitter when moving diagonally?

I am working on an low resolution, isometric, pixel game in which several objects move from tile to tile. I do this with this simple interpolation: ...
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2 answers
919 views

OpenGL object movement is not smooth and vibrating

In my android NDK OpenGL C++ project, I have a render method which executes every frame on draw event so this is the algorithm: ...
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12 votes
3 answers
7k views

Why use Time.deltaTime in Lerping functions?

To my understanding, a Lerp function interpolates between two values (a and b) using a third value (...
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1 vote
1 answer
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Calculating t value to use with Hermite interpolation

I'm developing an FPS in Unity using Photon for networking. The Photon-provided interpolation is very basic so I decided to roll out my own using the Hermite spline. It works good and is ...
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The difference between shading and data interpolation

Using methods like Phong you can make mesh look smooth and real. However you can do the same interpolation at the data level creating a surface (for example B-Spline surface). What is the difference ...
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1 vote
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Interpolating bent textrues

I am currently making a pressure heat map that will be overlaid on a bent shape (let's say cylinder). I am using a 2d texture that is mapped to the object. The pressure points are also mapped to the ...
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Do I need to make network game fully deterministic to achieve a non-exploitable MOBA/RTS?

First of all - I know some networking concepts and I coded couple games with GDX/Kryonet/...
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2 votes
1 answer
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Delayed linear interpolation for networking

I'm trying to implement the delayed snapshot interpolation presented at Valve's article and also Gambetta's. My current implementation is almost identical as described in the 'Multiplayer object ...
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-1 votes
1 answer
150 views

How to smooth viewport panning when using minimap (in typical RTS)?

Let's take typical modern RTS game which features a large map (say 256x256 tiles). There's also a minimap in the GUI, typically up to 256x256 pixels in size. (Let's take these numbers for upcoming ...
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1 vote
1 answer
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Unity multiplayer with custom server - interpolation jumping

I've built a Server / Client environment for my Unity game which is pretty simple. It is written in C# with asynchronous sockets. To keep it simple, the player sends his input data and the server ...
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3 votes
0 answers
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HTML5 multiplayer game - how to handle a variable interpolation?

To learn about online game development, I did a HTML5 real-time multiplayer game with NodeJS (server-side), like Agar.io/Slither.io. Server and client updates 60 times/s, but server broadcast packets ...
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3 votes
0 answers
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networking - how to deal with serverside packet arrival delay?

Let's assume each client sends a packet every 0.05 seconds. (rate = 20) Server update tickrate is 60 and it sends data back to client every 1 / 30 seconds. Now client A has 50ms ping time and it sent ...
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4 votes
1 answer
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GLSL "varying" interpolation: component-wise? Reference in the spec?

Probably a dumb question, but I can't find (or am not understanding) a conclusive answer in the spec or in other questions (e.g., this one). For smoothly-interpolated varying ...
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