Scroll a river in lanes at different speeds without seams or shimmer
A scrolling water picture is the cheapest river there is, but it often shows a gap that flashes at the join, scrolls the wrong way for a downstream current, or shimmers when pixel art moves by fractions. Here is how to place the copies so the water always fills the view and sits still on the pixel grid.
Why this works
A repeating picture slid sideways looks endless only if the copies always touch, and it looks calm only if every copy moves by the same whole steps of the screen. Compute one position per lane, then place every copy from it.
When not to use it
Not when the water is more than scenery: a river that carries the player, or flows around rocks, needs real movement of things on it. Moving a picture only fakes the look and cannot push anything.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 23 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 "Scroll a river in lanes at different speeds without seams or shimmer" (read_entry river-texture-scrolls-in-lanes-without-seams-or-shimmer) 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