Spielerando

Work out which platforms an enemy can jump to before it tries

Your chasing enemy leaps at ledges it can never reach, or ignores ones it easily could. Here is how to decide from the jump itself whether a gap is crossable, why a higher ledge is not simply a shorter jump, and how to leave room for error.

Why this works

A jump follows a fixed curve, so whether a gap can be crossed is a matter of arithmetic, not luck. Asking where the curve comes back down to the ledge's height answers it before the jump, and planning a little under the limit absorbs small errors.

When not to use it

Skip it when your characters can steer in mid-air, double jump or glide: the fixed curve no longer holds and the answer will be wrong. Test those moves by simulating the jump frame by frame, or place the jump points by hand.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • A diagram of every state
  • 23 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 "Work out which platforms an enemy can jump to before it tries" (read_entry platform-jump-reach-from-arc) 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