Spielerando

How wide a gap can I build so that players can still cross it?

Levels made by trial and error end up with gaps that are impossible, or so easy they are boring. The numbers of the jump already decide the answer. Here is how to compute the widest gap and highest step, and which margin keeps it fair.

Why this works

A gap is fair only if a normal player can really cross it, so the width must come from what the hero can do, not from the eye. Work out the reach for the exact case, then leave a margin, because people do not play at their best every time.

When not to use it

Skip it when the gap is meant to need something extra, such as a power-up, a trick or a secret route. Then the plain jump is not the rule, so measure against that ability, and mark the place so players know something more is needed.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 26 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 "How wide a gap can I build so that players can still cross it?" (read_entry check-a-gap-is-jumpable-from-run-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