The practice of estimating a result (usually numeric) based on a set of known results.
20
votes
4answers
8k views
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 ...
20
votes
2answers
3k views
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 ...
19
votes
3answers
1k 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 ...
19
votes
6answers
1k views
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 ...
10
votes
2answers
308 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 ...
9
votes
3answers
3k views
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 ...
9
votes
2answers
5k views
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 ...
9
votes
2answers
216 views
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 ...
9
votes
2answers
271 views
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 ...
8
votes
3answers
851 views
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 ...
8
votes
1answer
1k views
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 ...
6
votes
2answers
793 views
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 ...
6
votes
2answers
184 views
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 ...
4
votes
2answers
259 views
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 ...
4
votes
3answers
906 views
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 ...
4
votes
1answer
86 views
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 ...
4
votes
1answer
256 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 ...
3
votes
4answers
2k views
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.
vector ...
3
votes
3answers
138 views
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, ...
3
votes
2answers
1k views
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 ...
3
votes
1answer
664 views
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 ...
2
votes
3answers
1k views
Interpolating Matrices
Apologies if I am missing something very obvious (likely!) but is there anything wrong with interpolating between two matrices by:
float d = (float)(targetTime.Ticks - keyframe_start.ticks) / ...
2
votes
2answers
233 views
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 ...
2
votes
2answers
534 views
What algorithm is mostly used to interpolate animations?
Because DCC tools supports very many options, we resample the animation curve splines, but I think it still need to be interpolated. I think there's some de facto standard for this animation ...
2
votes
2answers
837 views
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:
VertexShaderFunction()
{
...
...
2
votes
3answers
286 views
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 ...
2
votes
1answer
72 views
Fixed timestep and interpolation question
I'm following Glenn Fiedlers excellent Fix Your Timestep! tutorial to step my 2D game. The problem I'm facing is in the interpolation phase in the end.
My game has a Tween-function which lets me ...
2
votes
0answers
65 views
2D Animation Blending [closed]
I have been researching on 2D Animation Blending technique similar to what Unity 4.3 has.
I know how Animation blending in 3D works but I have no idea how it works in 2D. How does 2D Animation ...
1
vote
3answers
561 views
Interpolating from Current- to Target-value every frame
I have a CurrentValue and a TargetValue.
Every frame, i want the CurrentValue to "lerp" towards the TargetValue.
I always seem to get jitter, because the currentvalue never perfectly hits the ...
1
vote
2answers
120 views
Easing equations with moving end points
Usually easing equations have 4 parameters:
time
duration
begin point
end point
For example:
public static float EaseOutQuad(float currTime, float begin, float end, float duration)
{
currTime ...
1
vote
2answers
100 views
Bilinear filtering: Selecting pixels to interpolate between
When looking for implementations of bilinear filtering online, all the ones I can find seem to just pick the current pixel, and the three pixels to the bottom and right side of the current pixel.
...
1
vote
1answer
105 views
Update and Render logic with interpolation
I am working with C and SDL2 and just wanted some insight as to how to properly apply interpolation to the rendering.
EDIT - some clarification, update() input() and render() are just hypothetical ...
1
vote
1answer
154 views
Algorithm for smoothing a network object's movement
We are building multiplayer game where there's no central server managing the game.
Each player is responsible for sending out its state to all connected players.
In addition, all clients run ...
1
vote
1answer
121 views
“retro”-look in 3d-XNA-game
In my XNA-4.0-game (which somehow is a bit like MineCraft), I have got some big cubes with small textures (16x16px) on it. By default, XNA just scales them up smooth so there aren't any hard borders. ...
1
vote
1answer
460 views
Frame Interpolation issues for skeletal animation
I'm trying to animate in-between keyframes for skeletal animation but having some issues. Each joint is represented by a quaternion and there is no translation component. When I try to slerp between ...
1
vote
3answers
870 views
How do you blend multiple colors in HSV (polar) color-space?
In RGB color space, you can do a weighted multiple-color blend by just doing:
Start with R = G = B = 0. Then we perform a blend at index i using a set of colors C, and a set of normalized weights w ...
1
vote
2answers
2k views
GLM: Quaternion SLERP Interpolation
I wish to interpolate two quaternion values. As I still can not get working results, can I kindly ask you to verify my function calls? The code below supports GLM (OpenGL Mathemathics) library, so ...
1
vote
3answers
233 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 ...
1
vote
2answers
327 views
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
1answer
51 views
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 ...
1
vote
1answer
68 views
How to make other semantics behave like SV_Position?
I'm having a lot of trouble with shadow mapping, and I believe I've found the problem.
When passing vectors from the vertex shader to the pixel shader, does the hardware automatically change any of ...
1
vote
1answer
114 views
Issue with multiplayer interpolation
In a fast-paced multiplayer game I'm working on, there is an issue with the interpolation algorithm. This interpolation is for a moving object not controlled by the local computer.
The server sends ...
1
vote
0answers
122 views
Input and packets handling when using render interpolation
I'm implementing valve's networking model for my simple top down game but I have some design problems and I just can't think of good solutions. The one of the main ideas that there is a render time ...
0
votes
2answers
46 views
Convert vector interpolation to quaternion interpolation? (Catmull-Rom)
I have some existing code which does catmull-rom interpolation on two vectors (facing and up). I'm converting this to use quaternions instead (to replace the two vectors). Is there a general way to ...
0
votes
1answer
82 views
Why is interpolation passed into the rendering routine when the position and speed are related to the update routine?
I've read this in several well known articles, including this one:
http://www.koonsolo.com/news/dewitters-gameloop/
Under the Interpolation and Prediction subheading is the description of the ...
0
votes
3answers
246 views
Multiplayer object interpolation
Currently I'm participating in a multiplayer game project as a network developer. Unfortunately, however, I'm facing an interpolation problem which makes game objects look like they are ...
0
votes
1answer
784 views
Interpolating a player between two 2D points?
I would like a player to be able to move in a direction smoothly, whilst sticking to a fixed grid. Much like in Pokemon, how the player can move, but when the key is pressed and released quickly, they ...
0
votes
1answer
73 views
How can I make a spline out of three points that define 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 ...
0
votes
1answer
572 views
Multiplayer Network Game - Interpolation and Frame Rate
Consider the following scenario:
Let's say, for sake of example and simplicity, that you have an authoritative game server that sends state to its clients every 45ms. The clients are interpolating ...
0
votes
1answer
166 views
Lerp an object based on timers
I'm trying to make a target lerp between two objects based on a timer.
At the moment, I have the following code:
float distCovered = (Time.time - waitTime) * speed;
float fracJourney = ...