Spielerando

Make a rope, chain or hair strand swing and hang without stretching or exploding

A string of points joined by springs jitters, stretches under its own weight or flies apart when the game stutters. A different way of simulating moves the points freely and then pulls each pair back to the right distance. It is simple, steady and handles pinned ends.

Why this works

Moving points freely and then pulling each pair back to its set distance is steady, because a big time step cannot add energy the way a stiff spring can. Repeating the pull spreads the correction along the whole line, and a pinned end simply refuses to move.

When not to use it

Wrong for heavy loads or stiff bodies, such as a crane cable lifting a car or a whip that must snap: the line stays slightly stretchy. Use a real physics engine with proper joints there, or a hand-made swing.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 54 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 "Make a rope, chain or hair strand swing and hang without stretching or exploding" (read_entry hanging-rope-or-chain-that-does-not-stretch) 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