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Object Prediction

Started by coplaner Jan 9, 2005 at 6:14 PM 0 replies 400+ views
Original Post
coplaner
coplaner
P(t) = P(t0) + v*tP(t) = P(t0) + v*t + 0.5 * a * t2 Is this formula correct? When trying to add latency correction, should I just add ping time to t? Should velocity and position be an array then averaged?
grhodes_at_work
grhodes_at_work
Quote:
Original post by coplaner
P(t) = P(t0) + v*tP(t) = P(t0) + v*t + 0.5 * a * t2

Is this formula correct?
When trying to add latency correction, should I just add ping time to t?
Should velocity and position be an array then averaged?


Its not quite right. First, I think you just goofed in typing the equation since the middle part, P(t0) + v*tP(t) is just flat out wrong. The last part, P(t0)+v*t + 0.5*a*t2 (I assume you meant to superscript the 2) is almost, but not quite correct. Should be:

P(t) = P(t0) + v(t0)*t + 0.5*a*t<sup>2</sup>


This is correct, but keep in mind that is correct for the following conditions: a) t = current_time - t0; and, b) a is assumed to be constant, which is probably a fair assumption for prediction when latency is fairly small. The current_time is the time when you want to estimate the position.

I'm not a networked physics expert, so I won't try to add more than this by commenting on ping time, network latency, etc., :).
Graham Rhodes Moderator, Math & Physics forum @ gamedev.net

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