Know when a wobbling thing has stopped, and stop spending effort on it
Hundreds of springy objects on screen keep calculating forever for movements nobody can see anymore, and checking only whether it sits on its goal stops it too early, in the middle of a swing. Here is the right check and how to wake it again when something changes.
Why this works
A swinging thing is still when it is both close to its goal and slow, not just one of the two, because at the goal it is usually moving fastest. Putting it to sleep then costs nothing until something disturbs it.
When not to use it
Skip it when only a handful of things move, since the saving is then too small to be worth the extra rules. Also skip it for anything that must keep a tiny motion alive, like a floating item that always breathes.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 31 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 "Know when a wobbling thing has stopped, and stop spending effort on it" (read_entry stop-updating-a-spring-once-it-has-settled) 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