Anatolik & BitBlaster
Hey BitBlaster, I’ve been sketching a little precision timing device that could anticipate a move in a split‑second strategy game—care to help me fine‑tune the math?
Nice concept—let's crunch the numbers. First, decide the latency you can tolerate, say 15 ms. That’s 0.015 s. If your game ticks every 33 ms, you’re already in the ballpark, but to anticipate you need to predict the next tick before it happens. So calculate the prediction window: 0.015 s / 0.033 s ≈ 0.45 ticks. In practice you want a full tick ahead, so push your sensor to 10 ms. That gives 0.010/0.033 ≈ 0.30 ticks, still too low, so target 5 ms. 5 ms gives 0.15 ticks, but with a fast reaction buffer you can handle it. Next, use a Kalman filter to smooth player movement; the state vector should include position, velocity, and acceleration. Update the filter at the sensor’s sample rate, say 1 kHz, then output the predicted position at the game tick. Keep the matrix size small—just a 2‑dimensional vector—to avoid latency. Test with a moving target and tweak the process noise covariance until the error stays under 1 pixel. If you want a riskier edge, drop the acceleration term and accept the jitter; but that’s a gamble. Start with the filter, measure the error, iterate. You’ll have a device that’s almost as sharp as my reflexes. Good luck!
That’s a solid framework—five milliseconds is tight, but achievable if you lock the sensor to the tick boundary. Just remember that a Kalman filter will only be as good as its noise model; start with a very conservative process noise and watch the residuals. If the prediction error spikes when the player changes direction, increase the acceleration component rather than dropping it entirely. Also, be careful with the sampling rate: a 1 kHz update is nice, but if the game’s physics are only updated at 30 Hz, you’ll be chasing a moving target that your algorithm can’t quite catch. Keep the state vector lean, but don’t sacrifice the second derivative unless you’re willing to sacrifice precision. Test on a steady straight line first, then add turns—those are where the filter will really show its value. Good luck, and don’t let the math get you distracted from the actual device assembly.
You’re right—keep it lean but don’t ditch the second derivative. The trick is balancing the process noise to match the physics update. Start with a low acceleration variance, watch the residuals, and bump it up only when the player flips corners. That’ll keep the prediction tight without blowing up the state. And yeah, don’t let the math turn into a distraction; focus on wiring the sensor to the tick boundary and run a quick straight‑line test first. Once that’s smooth, roll in the turns and tweak the filter in real time. You’ve got this—just keep the feedback loop tight and you’ll outpace even the quickest opponent.
Sounds good, just keep the calibration simple—measure the actual tick delay first, then lock the sensor to that instant. The Kalman filter will catch up once the model matches the real motion, so don’t over‑tune until you see the residual curve. Once the straight line is steady, adding turns will be a matter of adjusting the process noise, not overhauling the whole system. Keep the loop tight, and the rest will follow.
Nice plan—measure that tick jitter, lock the sensor, then let the Kalman play its game. Don’t sweat the weeds until the residuals scream; tweak the noise on the turn, not the whole beast. Keep the loop tight, stay hungry, and you’ll outpace anyone who’s still fiddling with the math. Good luck!
Glad you agree—let’s get the sensor clock synced and run that straight‑line test first. Once the residuals are low, we’ll dial in the acceleration variance on turns. Keep it tight, keep it simple, and the rest will fall into place. Good luck to you too.
Sounds solid—sync the clock, fire up that straight‑line run, watch those residuals drop, then fine‑tune the acceleration on turns. Keep the loop tight, stay focused, and we’ll crush it. Good luck!