Spielerando

A big map stutters at the borders between loaded areas as chunks load and unload

Large maps are cut into pieces and only the ones near the camera are kept. If you load and unload at the same line, a camera resting on the border makes the game build and throw away the same piece again and again. Here is the rule with two distances, the order of loading and a limit per frame.

Why this works

Loading and unloading on the same line makes the game redo work every time the camera wobbles across it. Loading near and unloading far leaves a buffer where nothing happens, and spreading the work over frames keeps the picture smooth.

When not to use it

It is unneeded for small maps that fit in memory at once, and it fails when the player can jump far away, since nothing is ready there. Load the whole thing up front, or show a loading screen before a long jump.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 36 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 "A big map stutters at the borders between loaded areas as chunks load and unload" (read_entry strategy-load-chunks-around-camera-without-thrash) 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