Spielerando

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