what is the concept about "an interpolating object"
by Ji Xinyu · in Torque 3D Professional · 06/06/2013 (11:17 pm) · 3 replies
hello everyone,I cann't understand a concept about "an interpolating object",who can give me some explanation.
when I read the document,I saw a concept about "an interpolating object".It says like this in the docutment:"To support this, all control objects (derivative of ShapeBase) must supply a writePacketData() and readPacketData() function that send enough data to accurately simulate the object on the client. These functions are only called for the current control object, and only when the server can determine that the client's simulation is somehow out of sync with the server. This occurs usually if the client is affected by a force not present on the server (like an interpolating object) or if the server object is affected by a server only force (such as the impulse from an explosion). "
what is the concept about "an interpolating object"?
Thanks very much.
when I read the document,I saw a concept about "an interpolating object".It says like this in the docutment:"To support this, all control objects (derivative of ShapeBase) must supply a writePacketData() and readPacketData() function that send enough data to accurately simulate the object on the client. These functions are only called for the current control object, and only when the server can determine that the client's simulation is somehow out of sync with the server. This occurs usually if the client is affected by a force not present on the server (like an interpolating object) or if the server object is affected by a server only force (such as the impulse from an explosion). "
what is the concept about "an interpolating object"?
Thanks very much.
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#2
Interpolation makes the visuals smoother. As Ivan said, physics updates and stuff happen at a fixed rate, but the client may have a higher framerate than this. So between each tick, objects do some logic to move them smoothly between their values from the last tick and the values from the current tick. This usually applies to position and rotation, but it could apply to anything you like.
I'm a bit confused about the reference to 'an interpolating object' adding forces to objects differently to the server.
This is a good article explaining some networking concepts in the Source engine. Though Torque is a little different on the technical side, the concepts are similar.
06/07/2013 (4:58 pm)
IIRC extrapolation refers to a client predicting what objects will do before it receives an update from the server. So if the client has a known projectile moving at a certain velocity at a certain position, it can extrapolate where that projectile will go without the server having to tell it - because the client knows all the rules of the game.Interpolation makes the visuals smoother. As Ivan said, physics updates and stuff happen at a fixed rate, but the client may have a higher framerate than this. So between each tick, objects do some logic to move them smoothly between their values from the last tick and the values from the current tick. This usually applies to position and rotation, but it could apply to anything you like.
I'm a bit confused about the reference to 'an interpolating object' adding forces to objects differently to the server.
This is a good article explaining some networking concepts in the Source engine. Though Torque is a little different on the technical side, the concepts are similar.
#3
06/09/2013 (7:06 pm)
Thanks for reply
Torque Owner Ivan Mandzhukov
Liman3D
Therefore you need interpolation (and extrapolation) at all.