All Questions
Tagged with interpolation physics
9 questions
24
votes
3
answers
8k
views
How does one avoid the "staircase effect" in pixel art motion?
I am rendering sprites at exact pixel coordinates to avoid the blurring effect caused by antialiasing (the sprites are pixel-art and would look awful if filtered). However, since the movement of the ...
21
votes
6
answers
2k
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Data structures for interpolation and threading?
I've been dealing with some frame-rate jittering issues with my game lately, and it seems that the best solution would be the one suggested by Glenn Fiedler (Gaffer on Games) in the classic Fix Your ...
5
votes
1
answer
463
views
Networked Physics - Interpolation Causes Physics Engine to Explode
A major issue I am encountering right now is that my physics engine (BEPU) and my network interpolation are conflicting with each other.
The player is a physics object, and so the physics engine ...
4
votes
4
answers
3k
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Interpolate and collisions
Lets take the simple example of a ball bouncing off a wall. The physics is separated from the display. The physics is set to run at say 20 frames per second and the display is running faster than this ...
1
vote
2
answers
1k
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How do I interpolate air drag with a variable time step?
So I have a little game which works with small steps, however those steps vary in time, so for example I sometimes have 10 Steps/second and then I have 20 Steps/second. This changes automatically ...
1
vote
0
answers
53
views
Fixed timestep graphics jitter
I'm trying to implement the https://gafferongames.com/post/fix_your_timestep article but I have jitter on the position interpolation.
video of the problem
I have the following PhysX manager class ...
1
vote
0
answers
64
views
Physics interpolation given an asynchronous physics thread
I've followed https://gafferongames.com/post/fix_your_timestep/ to do interpolated physics. I have a separate thread entirely from my graphics thread. I use vulkan which allows me to do asynchronous ...
1
vote
1
answer
1k
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 ...
1
vote
2
answers
1k
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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 ...