Sixty players on screen make the game slow because every body is animated every frame
Far-away characters are tiny but cost as much as the ones next to you. Animating them less often saves a lot, until all of them update on the same frame and the game stutters in a rhythm, or until they walk in slow motion. Here is how to spread the work and keep the speed right.
Why this works
A body far away is only a few pixels, so the eye cannot tell if its pose is a little old. The saving is real only if the work is spread evenly across moments, and if skipped time is added up and used later, so far walkers do not move in slow motion.
When not to use it
Wrong when few bodies are on screen, since the saving is tiny and the choppiness is not worth it, and for far bodies the player must read exactly, such as a sniper's target. Those should stay smooth; save work elsewhere.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 19 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 "Sixty players on screen make the game slow because every body is animated every frame" (read_entry animate-far-away-players-less-often-and-never-together) 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