Fly the camera from the place of death to the respawn point in a sensible time
After dying far from home, a fixed-length camera flight either crawls across a huge map or races past a short distance in a blink. Here is how the flight time grows with the distance without becoming boring, how it arcs, and when to skip it.
Why this works
A long trip does not feel proportionally longer, so waiting time should grow more slowly than the distance. Giving the flight a floor and a ceiling keeps short trips readable and huge ones from becoming a wait.
When not to use it
Skip it in fast games where players die often, or where dying should hurt little, such as arcade runs. A long flight each time becomes a punishment, so cut straight to the new spot with a short fade.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 32 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 "Fly the camera from the place of death to the respawn point in a sensible time" (read_entry respawn-camera-flight-time-by-distance) 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