Spielerando

Keep two or more players on screen by zooming out as they separate

In a shared-screen game, one player runs off and the other leaves the picture. A camera that frames everyone needs a centre, a zoom and a limit past which it stops zooming. Here is how to calculate them, make the zoom feel even and tell players when they have reached the limit.

Why this works

A shared screen is a promise that everyone stays visible. Framing the box around all of them and zooming evenly keeps that promise, and a limit tells the group when staying together has become the game's demand.

When not to use it

Wrong when players should be free to split up, as in a large open world or a game where each person has a private task. A shared view that shrinks until everyone is a dot helps nobody. Give each their own window instead.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 33 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 "Keep two or more players on screen by zooming out as they separate" (read_entry camera-frames-two-players-and-zooms-out) 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