Shake the screen for explosions: stronger when near, stacking, never endless
A shake that is the same size for every blast, or that doubles whenever two things go off together, is either dull or sickening. Here is a way to scale it by distance, let several blasts add up to a limit, and fade out so the picture ends perfectly still.
Why this works
We feel a blast by how near it is, and a big one is felt far more than a small one. Squaring the strength makes small shakes gentle and large ones violent, and letting it drain steadily ends in true stillness, not a sudden stop.
When not to use it
Skip it for players sensitive to motion, in calm or story scenes, and where the view must stay steady for fine aiming. Offer a setting to reduce or switch it off, and use sound and dust to carry the force.
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 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Shake the screen for explosions: stronger when near, stacking, never endless" (read_entry explosion-shake-stacks-by-distance-and-fades) 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