Spielerando

A character climbing stairs bobs in little jumps, but smoothing must not blur real falls

Stairs and kerbs move the body up in sudden small jumps, which makes the picture and the camera shudder. Smoothing everything fixes the stairs and ruins jumps and landings, which then feel floaty. Here is the narrow case that deserves smoothing, and the rule that tells it apart.

Why this works

The eye wants stairs to feel like a ramp but a jump or a landing to feel like a jump. Only a small change while standing on the ground is a step, so the rule smooths exactly that and leaves every other change alone, keeping the impact the player needs.

When not to use it

Wrong in a game where stairs are a puzzle or a hazard and every step should be felt, such as pixel-precise platforming. It is also pointless if the ground is flat or the stairs are already built as slopes.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 21 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 "A character climbing stairs bobs in little jumps, but smoothing must not blur real falls" (read_entry smooth-stair-steps-of-remote-and-own-bodies-but-not-falls) 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