Spielerando

How big should an enemy be so that most shots from real players can land?

Guessing a target size gives either a game of constant misses or one where nobody can miss. This entry shows how to take the size from the aim errors of real players, including shots taken from very different distances.

Why this works

The same slip of the hand is a big miss from far away and a small one up close. Measuring the error as an angle, then choosing the size that lets the wanted share of shots land, gives a target that fits every distance.

When not to use it

Skip it for weapons that hit an area, home in on targets or snap to the nearest enemy. There aim barely matters, so tune the area or the strength of the snap instead.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 21 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 "How big should an enemy be so that most shots from real players can land?" (read_entry enemy-hitbox-size-from-real-misses) 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