Questions tagged [interpolation]
The practice of estimating a result (usually numeric) based on a set of known results.
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How to avoid texture bleeding in a texture atlas?
In my game there is a Minecraft-like terrain made out of cubes. I generate a vertex buffer from the voxel data and use a texture atlas for looks of different blocks:
The problem is that the texture ...
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How to Interpolate between two game states?
What is the best pattern to create a system that all the objects positions to be interpolated between two update states?
The update will always run at the same frequency, but I want to be able to ...
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Why do some networked games use interpolation and some use pathfinding for remote movement?
This is a bit of an open question but I'd like to see someone contribute a good reasoning for both.
For a quick example of both:
Interpolation Model
Think the Valve model where the client is ...
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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 ...
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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 ...
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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 ...
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How do I linearly interpolate between two vectors?
I have a velocity vector where my client is at and where its going, and I have the same vector that comes from the server telling where the client should be. Sometimes its a bit different, so I want ...
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Interpolating positions in a multiplayer game
In order to save bandwidth in my multiplayer game, I do not update every object every server tick, instead each object has an updateRate which tells the game that this object is expected to be updated ...
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How do I generalise Bresenham's line algorithm to floating-point endpoints?
I'm trying to combine two things. I'm writing a game and I need to determine the grid squares lying on a line with the floating-point endpoints.
Moreover I need it to include all the grid squares it ...
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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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Could frame interpolation like used by SmoothVideo Project be an option to increase the framerate of games without as big a performance hit?
The SmoothVideo Project uses frame interpolation to increase the fps of video from 24 to 60. The results are pretty impressive. I was wondering if this could be applied to, and whether it would look ...
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Interpolating between two networked states?
I have many entities on the client side that are simulated (their velocities are added to their positions on a per frame basis) and I let them dead reckon themselves. They send updates about where ...
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Narrow-phase collision detection algorithms
There are three phases of collision detection.
Broadphase: It loops between all objecs that can interact, false positives are allowed, if it would speed up the loop.
Narrowphase: Determines whether ...
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How do I interpolate around a rectangle?
I want to make a fancy animation where a point travels around a rectangle. I want to find the point's position at a time t.
The rectangle is given by ...
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How to handle realtime random movement with client side prediction
I'm building a realtime multiplayer game that runs the same 'physics' loop on client and server. I'm using a steering behavior 'wander' that is essential random movement. The client and server ...
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How do I avoid interpolation artefacts when scaling up a heightmap?
I am using a bicubic interpolation algorithm in order to upscale a height map, and I am noticing some artifacts around the pixels boundaries. However, these artifacts don't seem to appear when I use a ...
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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 ...
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Depth interpolation for z-buffer, with scanline
I have to write my own software 3d rasterizer, and so far I am able to project my 3d model made of triangles into 2d space:
I rotate, translate and project my points to get a 2d space representation ...
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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 ...
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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 ...
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Server-side Input
Currently in my game, the client is nothing but a renderer. When input state is changed, the client sends a packet to the server and moves the player as if it were processing the input, but the ...
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Interpolation using cubic Bezier curves
I am trying to create an interpolate function for an animation library to achieve a tweening effect between frames.
I want this to work with Bezier curves. I have created a jsFiddle (here) of my ...
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Method for interpolation between 3+ quaternions?
I'm currently using spherical linear interpolation (slerp) to interpolate between two quaterions with a weighted value. But, I'm having a difficult time coming up with a method to interpolate between ...
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Low quality bilinear sampling in WebGL/OpenGL/DirectX
I'm seeing low quality bilinear texture sampling in WebGL, OpenGL and Directx, and was wondering if anyone knew how to make it higher quality? The picture below should help show what I mean.
The ...
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UV texture mapping with perspective correct interpolation
I am working on a software rasterizer for educational purposes and I am having issues with the texturing.
The problem is, only one face of the cube gets correctly textured. The rest are stretched ...
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non-linear interpolation
I have an object, and i want to interpolate its position between two points over a given time period; but i dont want it to be a linear interpolation. I'm not sure if i'm phrasing this right.
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Client interpolation for 100% serverside game
I'm developing an online browser MMO 2d war game.
And I'm having some issues with the interpolation. The server sends updated positions to the clients every 90 ms.
I've managed to make it smooth, ...
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Fixed timestep with interpolation & rounding draw positions: jerky animation when the character is not moving
I've implemented a deterministic, fixed timestep system from here:
http://gafferongames.com/game-physics/fix-your-timestep/
Everything works fine, output is the same with each step but there's one ...
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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 ...
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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 ...
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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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Smooth interpolation with variable time steps
My game engine just went through a small overhaul that changed its fixed time step loops into variable time steps ones. Though everything has already been adapted steadily to the new environment, ...
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How can I make a spline out of three points that define a circular arc?
I was looking at the descriptions of various curve techniques here and noticed the mention of circular arcs. I want to implement something like this, but I'm not quite sure what the correct formula to ...
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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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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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Computing pixel's screen position in a vertex shader: right or wrong?
I am building a deferred rendering engine and I have a question. The article I took the sample code from suggested computing screen position of the pixel as follows:
...
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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 ...
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How to synchronize the ball in a network pong game?
I’m developing a multiplayer network pong game, my first game ever. The current state is, I’ve running the physic engine with the same configurations on the server and the clients. The own paddle ...
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Dealing with interpolation and object creation/destruction
I've implemented a game loop similar to that in Glenn Fiedler's Fix Your Timestep! article. I have an update step running at 50Hz and a render step running at 60Hz (monitor refresh rate). To keep ...
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How do I make a racing car turn more smoothly when traversing waypoints?
In a racing game, I have set up waypoints for the player to follow.
I have added many waypoints to give an illusion of curved movement.
However, the player car turns instantaneously when passing ...
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Lerping character moving up and down slope tiles
So, when interpolating position against a standard 'horizontal' platform, everything works great. What happens is something like this..... (Question continues after graphic)
Now, the question I have ...
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How can I find the minimal texture size so the texture requires no pixel interpolation when transformed by a given matrix?
Given a rectangle with width x and height y, and a transformation matrix T: How can I estimate the minimal resolution of the texture (that is, its width and height) such the interpolation of ...
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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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Frameskipping in Android gameloop causing choppy sprites (Open GL ES 2.0)
I have written a simple 2d platform game for Android and am wondering how one deals with frame-skipping? Are there any alternatives? Let me explain further.
So, my game loop allows for the ...
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Why does my position interpolation code result in "jumpy" motion?
I am developing an android game with box2d and use a fixed timestep system for advancing the physics.
However as I use this system it requires the box2d positions to be interpolates. I read this ...
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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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Resolving prediction error from client side prediction and server reconciliation
I am writing a network game based on Gabriel Gambetta's articles on client-side prediction/server reconciliation. I have client-side prediction down (using Box2D for prediction) as well as server ...
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GLSL custom interpolation filter
I'm currently building a fragment shader which is using several textures to render the final pixel color.
The textures are not really textures, they are in fact "input data" to be used in the formula ...
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Clientside interpolation - update rate fixed to client framerate
I am trying to implement client side prediction as in this article http://www.gabrielgambetta.com/fpm2.html
Currently I'm doing it like this: the game runs at 60 FPS. 60 times per frame I check if an ...
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Interpolation gives the appearance of collisions
I'm implementing a simple 2D platformer with a constant speed update of the game logic, but with the rendering done as fast as the machine can handle. I interpolate positions between actual game ...