Move along a smooth curve through your waypoints without loops or kinks
Straight lines between waypoints look stiff, and the common way of rounding the corners can make little loops, overshoot past a point or form sharp tips where points are unevenly spaced. Here is a way that passes through every point and stays tidy.
Why this works
A good path bends gently at each point and never doubles back on itself. Letting the spacing along the curve follow the real distances, but softened, stops long gaps from pulling the curve into loops while short ones stay tight.
When not to use it
Not when the path must keep to corridors, walls or a road, since the curve can swing outside the line between points. For tight places, use straight pieces with rounded corners, or add more waypoints.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 38 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 "Move along a smooth curve through your waypoints without loops or kinks" (read_entry smooth-path-through-waypoints-without-loops) 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