Log where players spend time on a map without storing every step
Positions logged every frame make huge files and, worse, count a crowded corner just because the game ran faster there. This entry shows how to store time spent per square instead, small enough to send and fair across fast and slow machines.
Why this works
What matters for layout is how long people stay somewhere, not how often the game happened to look. Crediting time to a square makes the picture independent of the speed of each machine, and coarse squares keep it small and private.
When not to use it
Skip it when the exact path matters, such as a race line or a chase where order and direction count, or in a game with no map, like a menu-based story. Record the route itself or the choices made there instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 30 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 "Log where players spend time on a map without storing every step" (read_entry position-log-dwell-time-by-grid-cell) 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