Spielerando

A moving platform is in a different place for each player

If every computer moves a lift or platform with its own timer, they start out of step and stay that way, so one player rides it while another sees it passing. Making its place a plain calculation from the shared game time cures that and costs no network traffic at all. Here is the calculation, with pauses at the ends.

Why this works

If every screen knows the plan and the time, nobody needs to be told where the platform is. A route fixed in advance turns the problem into agreeing on the time, which is cheaper and smoother than sending positions over a shaky link.

When not to use it

It is the wrong tool when the platform reacts to players, for example it waits for someone to board or can be blocked. Then the host must decide, and you send the moment of each change instead of the position.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 27 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 moving platform is in a different place for each player" (read_entry coop-platform-position-from-the-shared-clock) 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