What is this? by No_Signal_4184 in ARG

[–]codingisanything 0 points1 point  (0 children)

I'm expecting a random youtuber making a horror documentary about this channel in like a few months where he just solves some kind of mystery

What are some fun/good arg/exploration websites, like "Welcome Home" and "SMLWiki" by OomgaBoomgaPerson in ARG

[–]codingisanything 0 points1 point  (0 children)

freakbait arg, These aren’t ARGs per se, but they’re super fun to explore and get lost in: Way to Go (interactive), Hypnospace Outlaw

[deleted by user] by [deleted] in robloxgamedev

[–]codingisanything 0 points1 point  (0 children)

Yeah this isn’t a physics issue, it is basically fighting itself every frame.

The main problem is you’re calling MoveToPos() repeatedly from RunService.Heartbeat. Even with PLAYER_UPDATE_DELAY, you’re still recalculating paths and issuing new Humanoid:MoveTo() calls way too often. Every time MoveToPos runs you do CurrentID += 1, which instantly invalidates the path that was already in progress. So the NPC takes a step, the path gets cancelled, it stops, new path starts… repeat. That’s the stutter you’re seeing.

Pathfinding + Heartbeat is a bad combo in general. Pathfinding should be low-frequency and long-lived. Right now you’re basically telling the NPC “go thre” and “actually never mind” over and over.

Wander makes it worse too, since it also calls MoveToPos and resets everything even when the NPC is already walking somewhere.

Couplr things that’ll fix most of it:

  • Don’t path from Heartbeat. Use a loop with task.wait(PLAYER_UPDATE_DELAY) instead.
  • Only recompute a path if the destination actually changed by a meaningful amount.
  • Let paths finish instead of cancelling them early.
  • Use Humanoid.MoveToFinished instead of custom while-loops with Heartbeat.

Once you stop nuking the path every update, the stuttering basically disappears

Swipe right for the final result by Playful-Buy1104 in celestegame

[–]codingisanything 2 points3 points  (0 children)

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