MUD-Dev
mailing list archive
[ Other Periods
| Other mailing lists
| Search
]
Date:
[ Previous
| Next
]
Thread:
[ Previous
| Next
]
Index:
[ Author
| Date
| Thread
]
Re: [MUD-Dev]: smoothing
Forwarded with permission:
Date: Thu, 26 Mar 1998 11:57:23 -0600
From: Cynbe ru Taren <cynbe#muq,org>
To: claw#under,engr.sgi.com
Subject: [MUD-Dev]: smoothing
I think this is what you (perhaps unknowingly) were suggesting, since
that's what a spline really does : based on current interpolated
positions, and on hard continuity constraints, there is only 1 degree
of freedom in placing subsequent trajectory parts, so you can't be off
too much by following the trajectory formed by a good guess...
Another resource might be clock synchronization protocols like NTP --
they've had time and incentive to look hard at how you handle the twin
problems of re/synchronizing over a laggy channel while retaining
smoothness. (Since system clocks that run backwards, say, are even
worse than game ships that move discontinuously...) Been some
dissertation-level work done there, if I'm not mistaken, suggesting it
isn't a trivial problem nor trivial solution.
Cynbe
--
J C Lawrence Internet: claw#null,net
(Contractor) Internet: coder#ibm,net
---------(*) Internet: claw#under,engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...
- Thread context:
- Re: [MUD-Dev]: smoothing,
J C Lawrence claw#under,engr.sgi.com, Tue 31 Mar 1998, 23:59 GMT
- UML & CORBA,
Greg Munt greg#uni-corn,demon.co.uk, Mon 30 Mar 1998, 21:53 GMT
- Persistant storage.... My current idea.,
Ben Greear greear#cyberhighway,net, Sun 29 Mar 1998, 05:34 GMT
[ Other Periods
| Other mailing lists
| Search
]