Turn "jump this high in this long" into numbers that really give that jump
You tell the AI a jump should be a certain height and take a certain time, and the jump comes out a little lower than you asked, every time. The textbook formula does not match how a game moves in steps. This entry gives the numbers that match, and shows how to prove it.
Why this works
A game does not move smoothly; it jumps from one moment to the next. Schoolbook rules describe smooth motion, so they land slightly off. Working out the numbers for the exact way the game counts makes the jump you asked for the jump you get.
When not to use it
Skip it when a rough feel is enough, or when height is shaped by other things such as a held button, wind or sloped ground. Then tune by playing and adjust one number until it feels right; exact maths adds little.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 22 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Turn "jump this high in this long" into numbers that really give that jump" (read_entry action-jump-numbers-from-frames) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP