Tell each player only about things nearby, without things blinking at the edge
In a big shared world, telling every player about everything wastes traffic and lets cheaters see through walls. Sending only what is near works, until something stands right on the border and appears and vanishes every other step. Here is a rule with two different distances that stops the blinking, and a cap for crowded places.
Why this works
A single border makes small shakes look like big events. Using one distance to let something in and a longer one to let it go gives each thing a bit of memory, so a thing standing at the edge stays calm.
When not to use it
Skip it in a small world where everything fits in view anyway, or where players must see the whole map to plan, such as a strategy game. There hiding things saves little and takes away what the player needs to decide.
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 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 things nearby, without things blinking at the edge" (read_entry online-show-only-nearby-things-without-flicker) 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