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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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Let's assume the following situation: I have a server, that sends a snapshot of current game state to all the clients at a fixed time. Server is authoritative, all the physic calculations are done on ...
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I want to add bicubic filtering to my software raytracer. I have a texture that can contain arbitrary data. I want to sample that texture by bicubic interpolation (bilinear isn't smooth enough). Here ...
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I've run into a bit of a brick wall on this topic. I've only been able to achieve either only frame independent recoil, or smooth recoil. But not the other. I think the main source of the problem is ...
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I have a player capsule which I want to face the same cardinal direction as the key pressed. For example, pressing W will make the player face the camera's current ...
Yong Yun Jing's user avatar
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I am trying to interpolate over a sequence of rotations represented by quaternions. I am currently employing Squad (Spherical and Quadrangle Interpolation). I successfully applied the function to 4 ...
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I'm trying to set up a system in UE4.27 where I can switch between 2 characters. It works but when I tried to include a camera blend, it still switches character but the camera just jumps and doesn't ...
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Imagine a server sending you (the client) game snapshots each 30ms. Your interpolation time is set at around 100ms, so ideally you are interpolating between 4th and 3rd snapshot, so by the time you ...
artemonster's user avatar
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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 ...
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I was following this course using UE5 version 5.4.2 and building a "Handle Rotation" graph for a door that looks like this: I encountered this problem: setting the ...
Ariya Rivandi's user avatar
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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 ...
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I'm working on a 3D web game with client-side prediction, etc. I have implemented interpolation for my entities, but it seems a bit laggy sometimes even on localhost. First I will describe the ...
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I am trying to fix my stuttering by using a fixed time step, but I seem to be missing something because it is not working. Can someone look at this and see what is missing? ...
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Good morning, I am currently running into a UV interpolation issue with D3D12 that looks like this: Is there something that needs to be set when initialising the pipeline so that the GPU does the ...
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I read about bilinear interpolation on Wikipedia and many sources, but I still don't understand how do you determine which four pixels to interpolate. For example, if I have 5 pixels(y=0), do I ...
is code's user avatar
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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 ...
Tomson's user avatar
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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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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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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 ...
Johnny Cage's user avatar
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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 ...
Day Trip's user avatar
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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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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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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 ...
Day Trip's user avatar
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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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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'...
user115675's user avatar
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I have added some basic movement and some manual interpolation to a cube that is a kinematic body in Godot. ...
SHikha Mittal's user avatar
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I wanted to generate a 7 segment display whose color brightness varies with time, this can be done by just using linear relationship. ...
chuackt's user avatar
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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 ...
XylemFlow's user avatar
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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 ...
Loospie's user avatar
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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): ...
hexamon's user avatar
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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 ...
verified_tinker's user avatar
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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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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 ...
user2578216's user avatar
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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, ...
John Smith's user avatar
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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 ...
LifGwaethrakindo's user avatar
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2 answers
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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'...
TheSaviour's user avatar
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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 ...
MasterReDWinD's user avatar
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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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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 ...
oh_cripes's user avatar
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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 ...
Meizikyn's user avatar
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206 views

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 ...
Battlesquid's user avatar
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1 answer
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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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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 ...
Rodia's user avatar
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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 ...
kensho20's user avatar
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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 ...
modernator's user avatar
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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 ...
Dan's user avatar
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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 ...
Chairio's user avatar
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1 answer
1k views

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 ...
JeffV's user avatar
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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. ...
pattymills's user avatar
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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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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/...
goodpoutine's user avatar