I spent most of today attempting to find a nice short description of how to implement interpolated positions for a networked object, without much success. It seems only mentioned here and there, but I couldn't find any descriptions which didn't make my head hurt. I finally managed to make an implementation which I believe could be cleaned up a lot, but here's the jist of it:
It moves the object (in this case a player) just the right amount until it recieves a new update. What I'm wondering is what SmoothDamp and SmoothDampAngle actually does mathwise here? I tried doing the math myself but failed.
MoveTo and SmoothDamp both do about the same thing, but the Smooths try to add an extra accelerate phase in front, and a decel in back. Sort of like how a spline turns a straight line into an S-curve.
MoveTo moves or spins at a constant speed. That can look robotic, as it snaps to full speed, then snaps to a stop. But, say you have an animation which already incorporates realistic movement. Then you want MoveTo, to run it evenly.
In your case, the original object is probably being moved "realistically" by physics, so you don't need to extra smoothing (it makes the copy object "heavier") and can use MoveTo.
answered Feb 07 '12 at 06:38 PM