Many defeated players pile up as physics bodies and the game slows to a crawl
In a big team battle every defeat leaves a floppy body behind, and each one costs time every frame. Deleting the oldest looks like a vanishing trick right in front of the player. Here is how to choose which bodies to freeze, and who must never be chosen.
Why this works
A frozen body costs almost nothing, so the budget can be kept without anything disappearing. Choosing those the player is least likely to look at, and never their own, hides the saving, and a fixed tie rule makes every screen pick the same ones.
When not to use it
Wrong when the bodies are part of play, such as a pile you climb, bodies that block a door, or things that must still be pushed. Freezing breaks that. Remove them with a clear effect instead, or keep fewer fights per room.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 20 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Many defeated players pile up as physics bodies and the game slows to a crawl" (read_entry too-many-ragdolls-in-a-crowded-match) 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