Throwing a friend goes off with the wrong speed after a pause or a flick
A throw should leave the hand with the speed the hand had at that moment. Taking the average of the whole carrying time throws a friend slowly after a quick flick, and a sudden stop after a long swing still launches them. Here is how to measure just the right moment.
Why this works
What leaves the hand is the speed it has at that instant, not the average of how it moved before. Looking only at a short stretch just before release captures the last gesture and cancels pauses, and a ceiling on the result keeps a clumsy flick from sending anyone across the map.
When not to use it
Wrong with a gamepad or touch screen, where the hand does not really move and the speed would be noise. There, aim a throw with a held button and let power build up, or use fixed strengths the player can choose.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 28 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 "Throwing a friend goes off with the wrong speed after a pause or a flick" (read_entry throw-a-teammate-with-the-speed-of-the-hand) 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