Dead Reckoning - Dead Reckoning For Networked Games

Dead Reckoning For Networked Games

Networked games and simulation tools routinely use dead reckoning to predict where an actor should be right now, using its last known kinematic state (position, velocity, acceleration, orientation, and angular velocity). This is primarily needed because it is impractical to send network updates at the rate that most games run, 60 Hz. The basic solution starts by projecting into the future using linear physics:

 P_t = P_0 + V_0T + \frac{1}{2}A_0T^2

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 (ex cubic Bézier splines, Catmull-Rom splines, and Hermite curves) 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.

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