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  • Calculating an orbit and approach velocties

    - by Mob
    I have drones in my game that need to approach and orbit a node and shoot at it. Problem is I want to stay away from a real physics simulation, meaning I don't want to give the node and drone a mass and the drone's thrusters' a force. I just want to find the best way to approach and then enter orbit. There was a pretty good answer about using bezier curves and doing it that way, but that is essentially a tween between two fixed points. The nodes are also moving as the drones enter orbit.

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  • Error X3650 when compiling shader in XNA

    - by Saikai
    I'm attempting to convert the XBDEV.NET Mosaic Shader for use in my XNA project and having trouble. The compiler errors out because of the half globals. At first I tried replacing the globals and just writing the variables explicitly in the code, but that garbles the Output. Next I tried replacing all the half with float vars, but that still garbles the resulting Image. I call the effect file from SpriteBatch.Begin(). Is there a way to convert this shader to the new pixel shader conventions? Are there any good tutorials for this topic? Here is the shader file for reference: /*****************************************************************************/ /* File: tiles.fx Details: Modified version of the NVIDIA Composer FX Demo Program 2004 Produces a tiled mosaic effect on the output. Requires: Vertex Shader 1.1 Pixel Shader 2.0 Modified by: [email protected] (www.xbdev.net) */ /*****************************************************************************/ float4 ClearColor : DIFFUSE = { 0.0f, 0.0f, 0.0f, 1.0f}; float ClearDepth = 1.0f; /******************************** TWEAKABLES *********************************/ half NumTiles = 40.0; half Threshhold = 0.15; half3 EdgeColor = {0.7f, 0.7f, 0.7f}; /*****************************************************************************/ texture SceneMap : RENDERCOLORTARGET < float2 ViewportRatio = { 1.0f, 1.0f }; int MIPLEVELS = 1; string format = "X8R8G8B8"; string UIWidget = "None"; >; sampler SceneSampler = sampler_state { texture = <SceneMap>; AddressU = CLAMP; AddressV = CLAMP; MIPFILTER = NONE; MINFILTER = LINEAR; MAGFILTER = LINEAR; }; /***************************** DATA STRUCTS **********************************/ struct vertexInput { half3 Position : POSITION; half3 TexCoord : TEXCOORD0; }; /* data passed from vertex shader to pixel shader */ struct vertexOutput { half4 HPosition : POSITION; half2 UV : TEXCOORD0; }; /******************************* Vertex shader *******************************/ vertexOutput VS_Quad( vertexInput IN) { vertexOutput OUT = (vertexOutput)0; OUT.HPosition = half4(IN.Position, 1); OUT.UV = IN.TexCoord.xy; return OUT; } /********************************** pixel shader *****************************/ half4 tilesPS(vertexOutput IN) : COLOR { half size = 1.0/NumTiles; half2 Pbase = IN.UV - fmod(IN.UV,size.xx); half2 PCenter = Pbase + (size/2.0).xx; half2 st = (IN.UV - Pbase)/size; half4 c1 = (half4)0; half4 c2 = (half4)0; half4 invOff = half4((1-EdgeColor),1); if (st.x > st.y) { c1 = invOff; } half threshholdB = 1.0 - Threshhold; if (st.x > threshholdB) { c2 = c1; } if (st.y > threshholdB) { c2 = c1; } half4 cBottom = c2; c1 = (half4)0; c2 = (half4)0; if (st.x > st.y) { c1 = invOff; } if (st.x < Threshhold) { c2 = c1; } if (st.y < Threshhold) { c2 = c1; } half4 cTop = c2; half4 tileColor = tex2D(SceneSampler,PCenter); half4 result = tileColor + cTop - cBottom; return result; } /*****************************************************************************/ technique tiles { pass p0 { VertexShader = compile vs_1_1 VS_Quad(); ZEnable = false; ZWriteEnable = false; CullMode = None; PixelShader = compile ps_2_0 tilesPS(); } }

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  • The how of a collision engine

    - by JXPheonix
    This is a very, very broad question - what is the general algorithm of how a collision engine works? No code in specific, but rather, just a general idea of how a collision engine does what it does, constantly refreshing the points of an object and comparing it to other objects? (see, I have the general gist of it here.) A collision engine is basically an engine used in games (generally) so that your player (call him Bob), whenever bob moves into a wall, Bob stops, Bob does not walk through the wall. They also generally handle the gravity in a game and environmental things like that.

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  • XNA, how to draw two cubes standing in line parallelly?

    - by user3535716
    I just got a problem with drawing two 3D cubes standing in line. In my code, I made a cube class, and in the game1 class, I built two cubes, A on the right side, B on the left side. I also setup an FPS camera in the 3D world. The problem is if I draw cube B first(Blue), and move the camera to the left side to cube B, A(Red) is still standing in front of B, which is apparently wrong. I guess some pics can make much sense. Then, I move the camera to the other side, the situation is like: This is wrong.... From this view, the red cube, A should be behind the blue one, B.... Could somebody give me help please? This is the draw in the Cube class Matrix center = Matrix.CreateTranslation( new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(0.5f); Matrix translate = Matrix.CreateTranslation(location); effect.World = center * scale * translate; effect.View = camera.View; effect.Projection = camera.Projection; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(cubeBuffer); RasterizerState rs = new RasterizerState(); rs.CullMode = CullMode.None; rs.FillMode = FillMode.Solid; device.RasterizerState = rs; device.DrawPrimitives( PrimitiveType.TriangleList, 0, cubeBuffer.VertexCount / 3); } This is the Draw method in game1 A.Draw(camera, effect); B.Draw(camera, effect); **

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  • Want to develop my own primitive physics engine, don't know how to start with it's high-level architecture. Suggestions?

    - by Violet Giraffe
    Few years ago I tried to make a simple 3D game - billiards. Completed like 50%, stuck with physics. Basically, I only need to calculate balls rolling over flat surface, but it would be nice to make something more flexible. I know all the formulas and laws (most of them, anyway). the problem is I have no idea of how to make good physics engine architecture-wise. I tried google and other forums but didn't find what I was looking for. The only suggestion was to look at open-source engine, but I'm not that good a programmer to make heads or tails out of it...

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  • Isometric Camera trouble - can't rotate or move correctly

    - by Deukalion
    I'm trying to create a 3D editor, but I've been having some trouble with the Camera and understanding each component. I've created 2 camera that works OK, but now I'm trying to implement an Isometric Camera in XNA without success on the rotation and movement of the camera. All I get working is Zoom. (Cube with x=3f, y=3f, z=1f in center) And this is the constructor for my IsometricCamera (inherits from ICamera, with methods for Rotation, Movement and Zoom, and Properties for World/View/Projection matrices) public IsometricCamera3D(GraphicsDevice device, float startClip = -1000f, float endClip = 1000f) { matrix_projection = Matrix.CreateOrthographic(device.Viewport.Width, device.Viewport.Height, startClip, endClip); rotation = Vector3.Zero; matrix_view = Matrix.CreateScale(zoom) * Matrix.CreateRotationY(MathHelper.ToRadians(45 + 180)) * Matrix.CreateRotationX(MathHelper.ToRadians(30)) * Matrix.CreateRotationZ(MathHelper.ToRadians(120)) * Matrix.CreateTranslation(rotation.X, rotation.Y, rotation.Z); } Problem is when I rotate it, all that happens is that the Cube gets more or less shiny and nothing happens. What is wrong and how should I create my View matrix to move it / rotate it correctly? Rotate, Move and Zoom looks like: MethodName(Vector3 rotation/movement), Zoom(float value); and just increases the value, then calls an update to recreate the View Matrix according to the code in the constructor. Currently, in my editor I use MiddleButton + Mouse Movement to rotate the camera, but it's not working as the other camera. But in my default camera I use World Matrix to move, but I guess that's not the best way to go which is why I'm trying this.

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  • Drawing of a huge model - How to regain performance?

    - by marc wellman
    I have a huge model I want to draw in my XNA application but because of its size I am experiencing a tremendous loss of performance. The model has about ~50 000 000 edges and has a size on disk of 205 MB in DirectX Format. Please don't ask whether this model has to be that big - yes it has! Is there a way to transfer the model directly to my GPU in order to let the GPU do the drawing like when transferring a VertexBuffer like this: graphicsDevice.Vertices[1].SetSource(_instanceBuffers[i], 0, _sizeofMatrix); because when I try to fill a vertexBuffer with all the vertices I am getting a OutOfMemoryException.

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  • Where can I find "magic numbers" for classic game play mechanics?

    - by MrDatabase
    I'd like to find some "magic numbers" for the classic helicopter game. For example the numbers that determine how fast the helicopter accelerates up and down. Also perhaps the "randomness" of the obstacles (uniformly distributed? Gaussian?). Where can I find these numbers? p.s. I don't care about the particular platform... Flash on the desktop browser is just as good as some implementation on a mobile device.

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  • Efficient existing rating system for multiplayer?

    - by Nikolay Kuznetsov
    I would like to add a rating for online version of a board game. In this game there are many game rooms each normally having 3-4 people. So I expect that player's rating adjustments (RA) should depends on Rating of opponents in the game room Number of players in game room and final place of a player Person gets rating increase if he plays more games and more frequently If a person leaves a game room (disconnect) before the game ends he should get punished with a high rating decrease I have found two related questions in here Developing an ELO like point system for a multiplayer gaming site Simplest most effective way to rank and measure player skill in a multi-player environment? Please, let me know what would be the most appropriate existing rating model to refer.

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  • why is glVertexAttribDivisor crashing?

    - by 2am
    I am trying to render some trees with instancing. This is rather weird, but before sleeping yesterday night, I checked the code, and it was in a running state, when I got up this morning, it is crashing when I am calling glVertexAttribDivisor I haven't changed any code since yesterday. Here is how I am sending data to GPU for instancing. glGenBuffers(1, &iVBO); glBindBuffer(GL_ARRAY_BUFFER, iVBO); glBufferData(GL_ARRAY_BUFFER, (ml_instance->i_positions.size()*sizeof(glm::vec4)) , NULL, GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, (ml_instance->i_positions.size()*sizeof(glm::vec4)), &ml_instance->i_positions[0]); And then in vertex specification-- glBindBuffer(GL_ARRAY_BUFFER, iVBO); glVertexAttribPointer(i_positions, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(i_positions); glVertexAttribDivisor(i_positions,1); // **THIS IS WHERE THE PROGRAM CRASHES** glDrawElementsInstanced(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0,TREES_INSTANCE_COUNT); I have checked ml_instance->i_positions, it has all the data that needs to render. I have checked the value of i_positions in vertex shader, it is the same as whatever I have defined there. I am little out of ideas here, everything looks pretty much fine. What am I missing?

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  • Is it safe StringToHash() to use in Unity?

    - by Sebastian Krysmanski
    I'm currently browsing through the Unity tutorials and saw that they're recommending to use Animator.StringToHash("some string") to created unique ids for animation properties (see here). Since I'm a programmer, to me the word "hash" doesn't represents something unique. Like the Java documentation for hashValue() states: It is not required that if two objects are unequal [...], then calling the hashCode method on each of the two objects must produce distinct integer results. So, according to this (and my definition of "hash"), two strings may have the same hash value. (You can also argue that there are an infinite number of possible strings but only 2^32 possible int values.) So, is there a possibility that StringToHash() will give me an id that actually belongs to another property (than the one I requested the hash for)?

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  • sprite animation system height recalculating has some issues

    - by Nicolas Martel
    Basically, the way it works is that it update the frame to show every let's say 24 ticks and every time the frame update, it recalculates the height and width of the new sprite to render so that my gravity logics and stuff works well. But the problem i am having now is a bit hard to explain in words only, therefore i will use this picture to assist me The picture So what i need basically is that if let's say i froze the sprite at the first frame, then unfreeze it and freeze it at the second frame, have the second frame's sprite (let's say it's a prone move) simply stand on the foothold without starting the gravity and when switching back, have the first sprite go back on the foothold like normal without being under the foothold. I had 2 ideas on doing this but I'm not sure it's the most efficient ways to do it so i wanna hear your inputs.

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  • How to perform efficient 2D picking in HTML5?

    - by jSepia
    I'm currently using an R-Tree for both picking and collision testing. Each entity on screen has a bounding box for collisions and a separate one for picking. Since entities may change position very frequently, both trees must be updated/reordered once per frame. While this is very efficient for collisions, because the tree is used in hundreds of collision queries every frame, I'm finding it too costly for picking, because it only gets queried when the user clicks, thus leading to a lot of wasted tree updates. What would be a more efficient way to implement picking without as much overhead?

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  • Marshalling C# Structs into DX11 cbuffers

    - by Craig
    I'm having some issues with the packing of my structure in C# and passing them through to cbuffers I have registered in HLSL. When I pack my struct in one manner the information seems to be able to pass to the shader: [StructLayout(LayoutKind.Explicit, Size = 16)] internal struct TestStruct { [FieldOffset(0)] public Vector3 mEyePosition; [FieldOffset(12)] public int type; } This works perfectly when used against this HLSL fragment: cbuffer PerFrame : register(b0) { Vector3 eyePos; int type; } float3 GetColour() { float3 returnColour = float(0.0f, 0.0f, 0.0f); switch(type) { case 0: returnColour = float3(1.0f, 0.0f, 0.0f); break; case 1: returnColour = float3(0.0f, 1.0f, 0.0f); break; case 2: returnColour = float3(0.0f, 0.0f, 1.0f); break; } return returnColour; } However, when I use the following structure definitions... // Note this is 16 because HLSL packs in 4 float 'chunks'. // It is also simplified, but still demonstrates the problem. [StructLayout(Layout.Explicit, Size = 16)] internal struct InternalTestStruct { [FieldOffset(0)] public int type; } [StructLayout(LayoutKind.Explicit, Size = 32)] internal struct TestStruct { [FieldOffset(0)] public Vector3 mEyePosition; //Missing 4 bytes here for correct packing. [FieldOffset(16)] public InternalTestStruct mInternal; } ... the following HLSL fragment no longer works. struct InternalType { int type; } cbuffer PerFrame : register(b0) { Vector3 eyePos; InternalType internalStruct; } float3 GetColour() { float3 returnColour = float(0.0f, 0.0f, 0.0f); switch(internaltype.type) { case 0: returnColour = float3(1.0f, 0.0f, 0.0f); break; case 1: returnColour = float3(0.0f, 1.0f, 0.0f); break; case 2: returnColour = float3(0.0f, 0.0f, 1.0f); break; } return returnColour; } Is there a problem with the way I am packing the struct, or is it another issue? To re-iterate: I can pass a struct in a cbuffer so long as it does not contain a nested struct.

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  • Assets.getBytes returns null in test environment

    - by ashes999
    I'm using the latest Haxe (2.10), NME (3.4.3), and MUnit. I've written some unit tests that need to fetch bitmap data from SWF symbols. The first step is to actually load the SWF data. To do this, I use NME's getByteArray along with the swf library, like so: var blah:SWF = new SWF(Assets.getBytes("assets/swf/test.swf")); The call to Assets.getBytes returns null when I'm running this under MUnit. When running my actual game code, I'm able to get the byte array (and consequentially, instantiate the SWF class). Am I doing something wrong? What am I missing? Edit: My directory structure is: . (root .\assets .\assets\*.png (other images) .\assets\swf\*.swf (SWFs) .\Source\*.hx (source code) .\Test\*.hx (tests)

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  • Designing a flexible tile-based engine

    - by Vee
    I'm trying to create a flexible tile-based game engine to make all sorts of non-realtime puzzle games, just as Bejeweled, Civilization, Sokoban, and so on. The first approach I had was to have a 2D array of Tile objects, and then have classes inheriting from Tile that represented the game objects. Unfortunately that way I couldn't stack more game elements on the same Tile without having a 3D array. Then I did something different: I still had the 2D array of Tile objects, but every Tile object contained a List where I put and different entities. This worked fine until 20 minutes ago, when I realized that it's too expensive to do many things, look at this example: I have a Wall entity. Every update I have to check the 8 adjacent Tiles, then check all of the entities in the Tile's List, check if any of those entities is a Wall, then finally draw the correct sprite. (This is done to draw walls that are next to each other seamlessly) The only solution I see now is having a 3D array, with many layers, that could suit every situation. But that way I can't stack two entities that share the same layer on the same tile. Whenever I want to do that I have to create a new layer. Is there a better solution? What would you do?

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  • Remove gravity from single body

    - by Siddharth
    I have multiple bodies in my game world in andengine. All the bodies affected by gravity but in that I want my specific body does not affected by the gravity. For that solution after research I found that I have to use body.setGravityScale(0) method for my problem solution. But in my andengine extension I don't found that method so please provide guidance about how get access about that method. Also for the above problem any other guidance will be acceptable. Thank You! I apply following code for reverse gravity final Vector2 vec = new Vector2(0, -SensorManager.GRAVITY_EARTH * bulletBody.getMass()); bulletBody.applyForce(vec, bulletBody.getWorldCenter());

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  • Bounding volume hierarchy - linked nodes (linear model)

    - by teodron
    The scenario A chain of points: (Pi)i=0,N where Pi is linked to its direct neighbours (Pi-1 and Pi+1). The goal: perform efficient collision detection between any two, non-adjacent links: (PiPi+1) vs. (PjPj+1). The question: it's highly recommended in all works treating this subject of collision detection to use a broad phase and to implement it via a bounding volume hierarchy. For a chain made out of Pi nodes, it can look like this: I imagine the big blue sphere to contain all links, the green half of them, the reds a quarter and so on (the picture is not accurate, but it's there to help understand the question). What I do not understand is: How can such a hierarchy speed up computations between segments collision pairs if one has to update it for a deformable linear object such as a chain/wire/etc. each frame? More clearly, what is the actual principle of collision detection broad phases in this particular case/ how can it work when the actual computation of bounding spheres is in itself a time consuming task and has to be done (since the geometry changes) in each frame update? I think I am missing a key point - if we look at the picture where the chain is in a spiral pose, we see that most spheres are already contained within half of others or do intersect them.. it's odd if this is the way it should work.

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  • List of Open Source Java Games for Android

    - by BluFire
    I'm wondering if there are any more opensource games than the ones that you can plainly see when you search a list of open source games for android on google. Such as, is there a good website that has compiled open source games? I don't want an answer of "go google it" or "en.wikipedia.org/wiki/List_of_open_source_Android_applications" it gets really annoying on posts when people just give lazy answers.

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  • Error loading PCX image in FreeImage library

    - by khanhhh89
    I'm using FreeImage in C++ for loading texuture from the PCX image. My FreeImage code is as following: FREE_IMAGE_FORMAT fif = FIF_UNKNOWN; //pointer to the image data BYTE* bits(0); fif = FreeImage_GetFileType(m_fileName.c_str(), 0); if (FreeImage_FIFSupportsReading(fif)) dib = FreeImage_Load(fif, m_fileName.c_str()); //retrieve the image data bits = FreeImage_GetBits(dib); //get the image width and height width = FreeImage_GetWidth(dib); height = FreeImage_GetHeight(dib); My problem is the width and height variable are both 512, while the bits array is an empty string, which make the following OPENGL call corrupt: glTexImage2D(m_textureTarget, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, bits); While debugging, I notice that the "fif" variable (which contains the format of the image) is JPEG, while the Image is actually PCX. I wonder whether or not the FreeImage recognize the wrong format (from PCX to JPEG), so tha the bits array is an empty string. I hope to see your explanation about this problem. Thanks so much

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  • Best practices of texture size

    - by psal
    I wanted to know how should I determine a good texture size ? Currently, I always create UV texture that are 1024x1024px but if I create for example, a big house with a 1024px texture size, it will looks pretty bad. So, should I create different texture size (512, 1024, ...) for different mesh size like this ? : or is it better to always do high-resolution texture and then reduce it in the software (ie : increase the LODBias settings in UDK reduce the size of the texture) ? Thanks for your answer. ps : sorry for my english !

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  • Best way to implement an AI for Dominion? [on hold]

    - by j will
    I'm creating a desktop client and server backend for the game, Dominion, by Donald X. Vaccarino. I've been reading up on AI techniques and algorithms and I just wanted to what is the best way to implement an AI for such a game? Would it better to look at neural networks, genetic algorithms, decision trees, fuzzy logic, or any other methodology? For those who do not know how Dominion works, check out this part of the wikipedia article: http://en.wikipedia.org/wiki/Dominion_(card_game)#Gameplay

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  • Making more complicated systems(entity-component-system model question)

    - by winch
    I'm using a model where entities are collections of components and components are just data. All the logic goes into systems which operate on components. Making basic systems(for Rendering and handling collision) was easy. But how do I do more compilcated systems? For example, in a CollisionSystem I can check if entity A collides with entity B. I have this code in CollisionSystem for checking if B damages A: if(collides(a, b)) { HealthComponent* hc = a->get<HealthComponent(); hc.reduceHealth(b->get<DamageComponent>()->getDamage()); But I feel that this code shouldn't belong to Collision system. Where should code like this be and which additional systems should I create to make this code generic?

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  • Rotating multiple points at once in 2D

    - by Deukalion
    I currently have an editor that creates shapes out of (X, Y) coordinates and then triangulate that to make up a shape of those points. What will I have to do to rotate all of those points simultaneously? Say I click the screen in my editor, it locates the point where I've clicked and if I move the mouse up or down from that point it calculates rotation on X and Y axis depending on new position relevant to first position, say I move up 10 on the Y axis it rotates that way and the same way for X. Or simply, somehow to enter rotation degree: 90, 180, 270, 360, for example. I use VertexPositionColor at the moment. What are the best algorithms or methods that I can look at to rotate multiple points in 2D at once? Also: Since this is an editor I do now want to rotate it on the Matrix, so if I want to rotate the whole shape 180 degree that's the new "position" of all the points, so that's the new rotation = 0 for example. Later on I probably will use World Matrix rotation for this, but not now.

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  • Multiplayer Network Game - Interpolation and Frame Rate

    - by J.C.
    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 state with an interpolation delay of 100 ms. Finally, the clients are rendering a new frame every 15ms. When state is updated on the client, the client time is set from the incoming state update. Each time a frame renders, we take the render time (client time - interpolation delay) and identify a previous and target state to interpolate from. To calculate the interpolation amount/factor, we take the difference of the render time and previous state time and divide by the difference of the target state and previous state times: var factor = ((renderTime - previousStateTime) / (targetStateTime - previousStateTime)) Problem: In the example above, we are effectively displaying the same interpolated state for 3 frames before we collected the next server update and a new client (render) time is set. The rendering is mostly smooth, but there is a dash of jaggedness to it. Question: Given the example above, I'd like to think that the interpolation amount/factor should increase with each frame render to smooth out the movement. Should this be considered and, if so, what is the best way to achieve this given the information from above?

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