Far from the starting point, movement and jumps start to stutter
Explore far enough in a huge world and the character moves in jerks, small steps vanish and a jump lands short. Nothing in your game logic changed; the numbers simply run out of fine detail. Here is how to keep positions in small pieces so a step is always as exact in the far corner as at the camp.
Why this works
A number can hold only so many digits of detail, and the larger it grows the coarser its steps get. Keeping each position as a whole area plus a small offset inside it means the number being worked on stays small, and small numbers are precise.
When not to use it
Not worth it in a small world, where nobody walks far enough to see any stutter. Do not add the extra bookkeeping until the stutter really appears, or only when you plan a very large or endless map.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 23 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 "Far from the starting point, movement and jumps start to stutter" (read_entry jumps-stutter-far-from-the-world-origin) 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