Spielerando

Make a unit slow down and pivot on the spot when its path turns sharply

When units follow a path that bends, they either slide sideways while their body is still turning, or they stop dead at every corner. Both look wrong. This entry gives a rule that links walking speed to how far the body still has to turn, so corners look weighty without slowing the whole army down.

Why this works

A body can only travel the way it faces. If it walks while pointing elsewhere, the eye sees a slide. Tying speed to how far the body still has to turn removes the slide gradually, so small wobbles cost nothing and only real corners cost time.

When not to use it

Wrong for things that really do slide or strafe, such as a hovering drone, a ship drifting on ice or a character in a shooter who walks sideways while facing the enemy. Let those move freely and only turn the picture.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 32 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 "Make a unit slow down and pivot on the spot when its path turns sharply" (read_entry unit-slows-down-while-it-is-still-turning) 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