Original Post
Hi, I had implemented a frame synchronization system with variable stepping size, but this had a few annoying problems like not being deterministic and jittery network synchronization. So I decided to implement a system with a fixed stepping size using interpolation. It's running pretty smooth, but I'm not sure if im doing it completly right because when objects move really fast and collide they appear to be "inside" eachother. This is only a visual problem tho, the collision response is still like before. So because its a visual problem I might be doing the interpolation wrong, this is how I do it now: - objects have 2 positions. 1 physical and 1 visual position. - linear interpolation. (should I change to splines or something else?) After the physics are executed I calculate a new interpolation path (with lineair interpolation this just involves backing up the old visual position) and while drawing I interpolate between this backed up visual position and the new physical position. Is this how it should be done? Or should I try to interpolate between the backed up visual position and the "real" physical position(like when youd use a variable time step)?