Hide small position corrections from the server by blending, and snap on large ones
When the server moves a player a little, the screen shows a jerk. Blending the jerk away looks good, but doing it for a large error makes the player glide through a wall for a second. This entry shows the blend, its speed, and the point where it must give up.
Why this works
The eye forgives a slow drift but notices a sudden jump. Keeping the true place right for the rules while only the picture catches up hides small mistakes. A big mistake cannot be hidden, and gliding through it would show a lie.
When not to use it
Skip it in games where exact placement is judged by the picture, such as a precision game with tiny gaps, where a drawn position that differs from the real one would cause unfair hits. Show the true place at once there.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 15 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 "Hide small position corrections from the server by blending, and snap on large ones" (read_entry smooth-away-position-correction-errors) 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