Tell each player only about enemies nearby, without them flickering at the edge
Sending every enemy to every player does not scale, and sending only the near ones makes enemies blink in and out when someone walks along the edge. This entry shows a rule with two distances that stops the blinking, and who must always be known.
Why this works
A single border makes a decision flip on every tiny step. Two borders give the choice a memory: coming in is easy, leaving is hard, so small movements near the edge change nothing. Anything that threatens the player always counts as near.
When not to use it
Skip it when the world is small enough to show everything to everyone, or when far-off enemies matter, such as a boss everyone should see coming. Then sending it all is simpler and nothing can blink.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 27 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 "Tell each player only about enemies nearby, without them flickering at the edge" (read_entry nearby-enemies-list-with-two-radii) 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