This formula is used to move the object until a new update is received over the network. At that point, the problem is that there are now two kinematic states: the currently estimated position and the just received, actual position. Resolving these two states in a believable way can be quite complex. One approach is to create a curve (e.g. cubic Bézier splines, centripetal Catmull–Rom splines, and Hermite curves)Lengyel, Eric. Mathematics for 3D Game Programming And Computer Graphics. Second Edition. Charles River Media, 2004. between the two states while still projecting into the future. Another technique is to use projective velocity blending, which is the blending of two projections (last known and current) where the current projection uses a blending between the last known and current velocity over a set time.
This formula is used to move the object until a new update is received over the network. At that point, the problem is that there are now two kinem.atic states: the currently estimated position and the just received, actual ?position. Resolving these two states in a believa,ble way can be quite complex. One approach is to create a curve (e.g. cubic Bézier splines, centripetal Catmull–Rom splines, an:d Hermite curves)Lengyel, Eric. Mathematics for 3D Game Programming And Computer Graphics. Second Edition. Charles River Media, 2004. between the two states while still projecting into. the future. Another technique is to use projective velocity blending, which is the blending of two projections (last known and current) where the current projection uses a blending between the last known and current velocity over a set time.