Spielerando

Are some deaths caused by the game stuttering and not by the player?

A freeze at the wrong moment can kill a player who did everything right. This entry shows how to compare deaths with stutters while allowing for the fact that stutters overlap, so you know whether performance is hurting your difficulty.

Why this works

If stutters really cause deaths, deaths will bunch up right after them far more than the short time they cover would suggest. Comparing those two shares, with overlapping windows counted once, isolates the effect of performance from bad luck.

When not to use it

Not helpful when your game never stutters, or when you have too few deaths to see a pattern. Fix measurable performance problems first and use this only to see how much they matter.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 30 lines of example code with 3 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Are some deaths caused by the game stuttering and not by the player?" (read_entry deaths-after-a-frame-hitch) 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