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https://github.com/curioustorvald/Terrarum.git
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forgot to comment out the debug print
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@@ -238,7 +238,7 @@ public class AppLoader implements ApplicationListener {
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private static double _kalman_xhat_k = 1.0 / 60.0;
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private static double _kalman_return_value = _kalman_xhat_k;
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private static double _kalman_p_k = 1.0;
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private static final double _kalman_R = 0.1;
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private static final double _kalman_R = 0.2; // 0.2: empirical value
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private final double _KALMAN_UPDATE_THRE = 0.1;
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/**
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@@ -263,13 +263,15 @@ public class AppLoader implements ApplicationListener {
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*/
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private void updateKalmanRenderDelta() {
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// TODO implement nonlinear kalman filter or n-frames average
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// TODO implement nonlinear kalman filter
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// kalman filter is calculated but not actually being used.
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// the problem with this kalman filter is that it assumes most simplistic situation:
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// 1. the actual delta (measured delta - noise) is constant
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// 2. everything is linear
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// we may need to implement Extended Kalman Filter but wtf is Jacobian, I suck at maths.
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// Instead, the kalman filter will reset when new delta is given-value-times greater/lesser
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// it's not perfect but it works.
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double observation = ((double) Gdx.graphics.getRawDeltaTime());
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@@ -1,6 +1,5 @@
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package net.torvald.terrarum.gameactors
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import com.badlogic.gdx.Gdx
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import com.badlogic.gdx.Input
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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@@ -361,7 +360,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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//val ddelta = Gdx.graphics.rawDeltaTime.toDouble()
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val ddelta = AppLoader.getSmoothDelta()
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println("${Gdx.graphics.rawDeltaTime.toDouble()}\t${AppLoader.getSmoothDelta()}")
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//println("${Gdx.graphics.rawDeltaTime.toDouble()}\t${AppLoader.getSmoothDelta()}")
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if (!assertPrinted) assertInit()
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