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Cubic spline method of extrapolation?

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Currently, I've got movement working between client and server with some simulated lag thrown in, but it's jerkier than I'd like, partly because of lag, partly because of the granularity of the server ticks. For the game I'm prototyping, smoothness of movement is very important, quick response is somewhat important, and accuracy of position is least important. So I'm thinking of trying to implement the extrapolation method described in this article: http://www.gamedev.net/reference/articles/article914.asp My first concern is that I don't understand how the A-H variables get calculated, so it's a black box. Also, it looks like there's at least one typo in his equations (the second exponent of the y position). If they're wrong in other ways, I don't have the math skills to correct them. Has anyone tried this method? How well does it work?

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