Squeeze the direction a player looks into a tiny message without visible steps
Everyone's aim and look direction is sent many times a second, so every bit counts. But squeezed carelessly, a head turns in visible notches, or a player who looks straight up suddenly looks behind them. Here is a compact format and the one edge where it breaks.
Why this works
The eye can only tell directions apart down to a small step, so storing finer detail wastes space. The key is to give each angle only the room it needs, and to make sure a value at the very top of the range wraps around instead of spilling into its neighbour.
When not to use it
Not worth it when messages are few, such as a turn-based game, where plain numbers are simpler. Wrong too for precise aiming, such as a sniper, where even a tiny notch is visible at a distance: send finer steps there.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 14 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 "Squeeze the direction a player looks into a tiny message without visible steps" (read_entry send-where-a-player-looks-in-two-and-a-half-bytes) 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