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

learn more… | top users | synonyms

1
vote
0answers
43 views

HeightMap from a graph

This is just a toy experiment. I laid out a graph in 2d space, so that every node has x and y coordinates. I'm considering degree of a node as a height value at position x and y of a height map. I ...
1
vote
0answers
24 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. ...
6
votes
4answers
107 views

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 ...
1
vote
0answers
34 views

How to deal with inconsitent game state in entity interpolation

I'm prototyping an online fast paced multiplayer game for educational purposes. I use a client-server model with the server being authoritative. I've already implemented the client side prediction ...
9
votes
4answers
204 views

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 X, Y, Width and Height. Is there an algorithm ...
4
votes
4answers
120 views

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 ...
1
vote
2answers
43 views

particle - interpolate

I want to make a particle that interpolates in Alpha and velocity. public class Particle extends GameObject implements Updateable { int time; int lifetime; int Alpha; double dx; ...
2
votes
1answer
87 views

How do I calculate the position of a vehicle moving between tiles, over time?

I'm working on a small multiplayer game where players can create cities, and these cities will be placed on what's called the "world map." The world map is basically a giant coordinate plane made up ...
2
votes
3answers
89 views

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 ...
1
vote
1answer
147 views

Can UNet do Rigidbody2D prediction? (i.e. using gravity)

Having a NetworkTransform with transformSyncMode set to SyncRigidbody2D (as opposite to a plain SyncTransform) I assumed it would try to sync all physics, hence handling gracefully forces, especially ...
1
vote
2answers
54 views

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 ...
9
votes
4answers
1k views

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 ...
3
votes
1answer
91 views

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, ...
5
votes
2answers
264 views

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 ...
0
votes
0answers
91 views

Why does physics interpolation give me periodic jumps/flickers?

I have seen this question but it didn't solve the problem. I have followed the same steps as in this article. What I notice in my Android game is that my interpolation alpha (or fraction or ...
21
votes
3answers
3k views

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 ...
2
votes
1answer
69 views

What will happen if the argument of mix() or clamp() is above 1 or below 0?

There's two magnificent intrisincs: mix() in GLSL and clamp() in HLSL, which are used to implement linear interpolation. Let's say we have a variable: float v = ?; // where ? can be [-FLOAT_MAX, ...
2
votes
1answer
520 views

Libgdx Actions interpolation Fadeout

In libGDX there is a simple fade Interpolation that speeds up towards the end of the action animation. But what I am looking for is the reversed of it, it needs to start fast and slow down near the ...
10
votes
2answers
1k views

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 ...
3
votes
3answers
250 views

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 ...
4
votes
1answer
65 views

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 ...
2
votes
2answers
116 views

Rendering after interpolating, renders inside/outside other objects

So, we're working out our interpolated render-coordinates during our render call and it's doing a fantastic job of smoothing everything out. All is great and collision detection is working to a ...
1
vote
1answer
140 views

Interpolating rotated objects

I've finally got interpolation working to 'smooth' out movement, however it doesn't seem to work for objects that are rotating (around their own center) - when I try to do this, the objects in ...
7
votes
2answers
872 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
2answers
129 views

Smooth decelerate, interpolation?

I have two points A and B. I want to perform a smooth deceleration from A stopping at B over time t. The only thing I managed to do so far was a lerp, which isn't right of course because it's ...
9
votes
3answers
1k views

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 ...
3
votes
2answers
298 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 ...
2
votes
2answers
198 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 ...
0
votes
2answers
231 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 ...
1
vote
1answer
324 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
238 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 ...
2
votes
1answer
142 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
2answers
745 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 ...
1
vote
3answers
900 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
2answers
486 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 ...
-1
votes
2answers
85 views

Problems with my interpolation inplementation

When I interpolate my sprite's movement (code below), I'm curious as to whether the part where I actually apply the interpolation to the sprite's current X position (in my render call) is correct. ...
2
votes
1answer
475 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 ...
2
votes
0answers
168 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 ...
0
votes
0answers
42 views

Constantly interpolated splines

Trying to implement a movement through a curve - I'm trying to find a type of curve/spline that interpolates constantly. What I mean: when I interpolate from t=0 to t=0.1, I want it be the same ...
6
votes
2answers
469 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
1answer
109 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 ...
1
vote
2answers
388 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
380 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 ...
3
votes
3answers
404 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, ...
0
votes
1answer
112 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 ...
1
vote
1answer
244 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 ...
0
votes
3answers
693 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 ...
2
votes
2answers
3k 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() { ... ...
1
vote
2answers
182 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
0answers
152 views

How can I convert between float3 and float2 in HLSL?

I want to offload some 3D calculations to the GPU without raising my requirements to DX10. Specifically, I am generating densities in 64x64x64 3D blocks, which fit nicely into 512x512 2D textures. I ...