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Found 12 results

  1. Hi, I have a 200 * 200 painting. I want to enlarge this picture (eg 1200 * 700). of course by preserving the image quality. I learned that the way to do this is interpolation. I use the OpenCV.js library to interpolate. However, both my mathematical operations and openCV processes take a long time. Average 70 ms. I have to reduce this to 30-40 ms. I will try to do my mathematical operations on the GPU using GPU.js. But I don't have much experience dealing with pictures. Does anyone have any idea how to speed up interpolation for this, of course, how to get a better view?
  2. Hi I have an image like the picture below. I need to resize this image.(between x2 and x10) When I resized with Canvas's own features, I couldn't get the image I wanted. The image was pixelated. I used OpenCV's javascript library for this. (To be able to do interpolation) But here I did not get the exact result I wanted and it was slow in speed(40 - 60 ms). The resizing speed should be between about 10 - 20 ms. Then I wanted to write an algorithm myself, but I could not prevent pixelation, and the image I wanted was not revealed. In fact, if I can make gradient for eac
  3. Hi everyone, I have a picture that I draw pixel by pixel on the canvas. Size of the image: 512 * 256. When I make this picture 1536 * 768, the image looks very bad. I think I can use interpolation to fix this. But I couldn't find a good javascript library. It didn't work in the libraries I found. Is there anyone who can help me with this?
  4. Im trying to make a lerp function on an online game. Im doing this by having a buffer list, I append each server update to a list, and lerp over the contents, here is an example: movementBuffer.unshift(gameUpdate); //when a new update is received //in the main loop timeElapsed += delta; lerpPerc = timeElapsed / updateRate; //percent which is lerped to if(lerpPerc > 1){ //when the lerp is finished, the states that were just lerped are removed from the buffer movementBuffer.splice(prevData.length - 2, 2); //remove the previous states from the buffer state1 = p
  5. Hey everyone! Just joined this forum hoping someone could help me out here... I'm working on a test project to try out some of these concepts. I'm currently working on entity interpolation and I think I'm pretty close to it working, but the moving objects still seem jittery. On the back end I'm sending snapshots of player positions every 50ms... // send snapshots setInterval(() => { const snapshot = { timestamp: Date.now(), players }; ws.clients.forEach(client => { client.send(pack('snapshot', snapshot)); }); }, 50); These snapshots are being received on the client
  6. Hello! I have a trouble when scaling down big assets. I just have a stage contains some sprite and i'm doing: stage.scale.x = stage.scale.y = 0.2; https://jsfiddle.net/n67xwb5w/ As a result I have an ugly ragged image. I found a solutions for a simple canvas drawing without pixi http://jsfiddle.net/qwDDP/ from here http://stackoverflow.com/questions/18761404/how-to-scale-images-on-a-html5-canvas-with-better-interpolation Can I achive the same smooth effect after rescaling in PIXI?
  7. Hello, I am applying texture using my own uv2. This is the texture applied on a sphere (normal map): And this is the texture: So my problem is that on border of each parts there are seams due to the interpolation between one texel colored and another one at Color4(0,0,0,0). This is causing void then black till the right one value. I could expand the border of one texel (dilatation) to fix that but this is increasing padding in my texture... So first I would like to know if there is another way to cancel this interpolation. Thanks !
  8. Wondering how to get my networked sprites to "smoothly" move when their position is updated from the server. This function is called up to 10 times per second and provides the updated position of the remote player. Right now they kind of "jump" from position to position and I'd like to have a tween going to smooth it out. here's what it looks like: public Update(name: string, x: number, y: number) { var remotePlayer = this.remotePlayers[name]; var tween = this._game.add.tween(remotePlayer).to({ x: x, y: y }, 1000, Phaser.Easing.Linear, false
  9. I do not see where AnimationRanges can be placed in a .babylon file. Just thinking out loud, but this might a method of implementing the export of Actions in Blender, which are also named. I got 90% down the Mocap path using a .bvh, and am just making sure I am really going the right way. (Questioning myself usually happens when I stopping on something for a while, holidays) The really big reason I went the mocap route is to try to reduce say a 2 second walk @ 120 fps to maybe 5 poses, where the frame number indicates the relative amount of time to interpolate to each pose. I have code w
  10. Hi! I m working on a phaser project. I am not able to find a particular thing I m looking for. I m using tileScript to load a bg image repeatedly and autoscrolling. The game is endless runner I want the image to form the trail as per sine wave or random curves - up and down. So i might hav to use random Interpolations (beizer and others) to generate random curves. Unable to find anything relevant regards to forming the Image with curves (displaying tileScript with curves). i have looked at the sine wave filter. not getting the right output..output has to be like this - https://developer.cd
  11. (This following might be more or less a colleage of related, yet independent thoughts) I suppose I just want smoother transitions in my sprite movement. I'm trying to address the issue with my sprite.position changes.. which are currently just incremental. http://www.iakarra.net/demo/polymer/WiAClient/index.html where as, http://www.iakarra.net/demo/polymer/WiAClient/wiia.account.js actually contains the update function/method (and in turn calls on the 'character.step' function) that is executing on every animate call/tick on the main page. So this is really the scope I'm concentrating on.
  12. Hello everyone! I'm creating a Tetris style game where I want my blocks to fall at ~16 pixels every 10 frames. You can see something similar here: http://youtu.be/vBpdS5d1i1k?t=1m26s (gameplay video of Tetris) I was curious how I could emulate this within Phaser. I'm familiar with other game engines where there's a delta time variable (Cocos2D-iphone, Cocos2D-x) and the concept of removing that is completely new to me. Thank you for your time.
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