Not sure if this is the right place to throw the idea, or even if it's something that already exists in some form but anyway...
After watching , I started to think about how some of these clever ideas could be implemented in idtech2 engines.
Currently even the more austere engines (like FitzQuake) already have linear interpolation baked, but there is very little if any control over how it works. At most, you can toggle it via cvars or skip lerping for a frame. What I was thinking about was giving more control via QuakeC (more precisely, CSQC), so you could at least use non-linear animation (which already looks way better), but not only this: velocity/movement-direction dependent animations, perfect sync between interpolation and animation (no more being locked in 10Hz), truly keyframe-based animations (meaning less work for modellers and less memory wasted when loading models) and a less hacky way to completely skip interpolation when desirable (say, using stock id weapon models).
I was thinking about how this could be implemented in a clean way and I reckon that maybe something like a non-required CSQC hook in the entity (like .float () th_lerp;) would be enough. th_lerp would calculate and return the interpolation factor for the entity (between 0.0 and 1.0).If self.th_lerp = null then just use the engine baked lerp animation, so legacy mods would still work as expected.
Spike ? LordHavoc ? Anyone ?