Questions tagged [dead-reckoning]

Dead reckoning is the process of estimating a numeric value based on previous measurements by using a prediction on the next value that will be yield.

20 questions
30
votes
5 answers

Dealing with Latency in Networked Games

I'm thinking about making a networked game. I'm a little new to this, and have already run into a lot of issues trying to put together a good plan for dead reckoning and network latency, so I'd love to see some good literature on the topic. I'll…
Nick Retallack
  • 18,986
  • 17
  • 92
  • 114
13
votes
5 answers

Calculating displacement using Accelerometer and Gyroscope (MPU6050)

I am a computer science student and working on an electronics project that requires to calculate yaw, pitch, roll and X,Y,Z displacement. I want to attach an IMU in a gun and track its orientation and displacement. I am able to get Yaw, Pitch and…
svhr
  • 260
  • 2
  • 4
  • 10
4
votes
1 answer

GeoTools - How to do Dead Reckoning and course calculations using GeoTools classes

I'm currently using the GeoTools toolkit to do calculations on marine vessel data, such as calculating the Great Circle distance between two lon/lat points. I have two other requirements that I need to satisfy, but I'm not sure where to look in…
Jim Tough
  • 14,843
  • 23
  • 75
  • 96
4
votes
2 answers

Linear Dead Reckoning in Winsock application

I'm having a little difficulty understanding how I implement Dead Reckoning in my Server-Client Winsock game. I've been looking on the internet for a decent explanation that explains exactly: When a message should be sent from the server to the…
user2990037
  • 397
  • 5
  • 12
4
votes
2 answers

How to implement dead reckoning when turning is involved?

"Dead reckoning is the process of estimating one's current position based upon a previously determined position and advancing that position based upon known or estimated speeds over elapsed time, and course." (Wikipedia) I'm currently implementing…
Blixt
  • 49,547
  • 13
  • 120
  • 153
3
votes
1 answer

Synchronizing AI NPCs on a multiplayer game

I've started developing a small multiplayer racing game, obviously we're using all the player prediction, dead reckoninng and lag compensation techniques that Half Life, Quake and Unreal use - however we plan on having dozens of AI cars in the game…
Ron Rejwan
  • 73
  • 6
3
votes
2 answers

Dead Reckoning - Client/Server game - How to handle keystrokes

I've read a few articles about dead reckoning, but it's still a bit confusing to me. I'm pretty sure I understand the concept of point-and-click movement, but how would I update keystroke movement between the client and server, when the end-point of…
Vince
  • 14,470
  • 7
  • 39
  • 84
3
votes
1 answer

Translate Gyroscope readings to bearing in degrees

I am trying to find the angle of rotation of a car while it makes a turn using Gyroscope from an Android device. So imagine a car is travelling in a bearing of angle 168 and makes a right turn on a road. Now I need to calculate the new heading or…
franklins
  • 3,710
  • 6
  • 41
  • 56
2
votes
4 answers

If I am here and heading towards there and I've covered this much ground, where am I?

I need help writing the following method: def get_new_location(current_location, target_location, distance_travelled): ... ... return new_location where all locations are (lat,long) I realize that there are different models for the…
carrier
  • 32,209
  • 23
  • 76
  • 99
1
vote
0 answers

Estimating displacement from double integral of acceleration samples

I have acceleration samples from an inertial measurement unit in m/s2. I also have a gravity vector orthogonal to earth. I want to calculate the approximate displacement range (swell/bobbing height). Is my approach right? First I take the dot…
Jason Kleban
  • 20,024
  • 18
  • 75
  • 125
1
vote
1 answer

Make Unity3d script run faster or acceleration integration problems

I am trying to implement "dead reckoning" using IMU in my Unity project. Currently I can't get good results: the velocity gets negative, so the character moves backwards, or the character sometimes comes forth and back after moving IMU just forward.…
1
vote
1 answer

how to extrapolate a rotation matrix values?

I am using chai3d api, which uses a 3x3 floating pt matrix for storing objects orientation in my virtual world. I want to predict these orientations on client side, after periodic updates from server, so that I have a consistent virtual graphical…
user494461
0
votes
0 answers

How can i draw a path relative to the room with orientation and acceleration relative to Sensor reference system?

I have lead an experimente of human pedestrian dead-reckoning indoor . For this reaseon I chose to use a 6DOF IMU. the relative 3-axis acceleration respect to the sensor reference system and a 3-axis Angular-Velocity from gyroscope. Can you give me…
0
votes
0 answers

Do I need to consider using IOCP server and dead reckoning if server sends about 180,000 bytes of packets per second?

I'm currently designing MORPG server and I have a question about which i/o model I should use. It's fast-paced 3rd person RPG and 1~3 players can join a session. In the worst case, about 50 enemies can be shown. I thought this could be too much…
Jeongmin Heo
  • 61
  • 1
  • 7
0
votes
0 answers

Given current position(Lat,Long,Alt), heading, pitch, velocity, and roll Calculate new Lat, Long,Alt

Given Latitude, Longitude, Altitude, Velocity, Heading, Pitch and Roll, I want to calculate a new Latitude, Longitude and Altitude after x time of traveling at the same Heading, Pitch, Roll and Velocity. I had already found great resources for…
1
2