A sprint jump should carry far, and mid-air steering must not add speed
Players want the long running leap across a canyon, but also a little steering once airborne. Put the two together carelessly and holding forward in the air makes you faster than sprinting, or letting go of sprint stops you dead mid-jump. Here are the rules that keep the leap honest.
Why this works
A jump is a decision made at takeoff: the legs gave a certain forward speed, and the air cannot add more. Treating that speed as the ceiling lets the player correct and brake in flight, while a plain walk can never turn into a sprint in mid-air.
When not to use it
Wrong for floaty or magical movement, such as gliding, wings or a low-gravity moon, where steering in the air is the point. Also wrong for games where players expect full control after jumping, like a fast shooter.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 2 common mistakes and the fix
- 29 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "A sprint jump should carry far, and mid-air steering must not add speed" (read_entry air-steering-limited-by-takeoff-speed) 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