Spielerando

Other players creep to one side because positions are squeezed into few bits

To save data, positions are packed into small whole numbers, and the way the number is rounded decides whether remote players shimmer around the truth or slowly slide in one direction. Here is the packing, how many bits a given map size needs, and what must happen when someone leaves the map.

Why this works

Every squeezed number is slightly wrong, and what matters is which way. Rounding errs up and down equally so they cancel, while cutting always errs the same way, so the small mistakes pile up into a steady slide.

When not to use it

Do not squeeze when the map is huge or the world needs fine detail, because the steps become visible. Send full numbers for those, or send small changes from the last known place instead.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 25 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 "Other players creep to one side because positions are squeezed into few bits" (read_entry online-round-positions-do-not-cut-them) 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