Spielerando

Show ripples where the player wades or throws a stone, with a fixed number of rings

Every footstep in a shallow stream could create a new ring, and soon the screen is full of them and the game slows down. Here is a small fixed pool of rings that reuses the oldest, skips needless doubles and fades each ring out the way water does.

Why this works

Ripples are cheap and short-lived, and the eye cares about the newest ones. A fixed set of slots, reused from the oldest, caps the cost however busy the water gets. Easing the spread and fade mimics a real wave, which slows and weakens as it grows.

When not to use it

Don't use it for water that must truly push things, such as a river that carries a boat, or waves that hide a hit spot. Rings are only decoration. Use real water movement for that, and drop the rings in rough water.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 42 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Show ripples where the player wades or throws a stone, with a fixed number of rings" (read_entry water-ripples-from-a-fixed-pool) 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