Roblox should make a Vector3.MagnitudeSquared function because doing a sqroot is slow
This is a classic game dev optimization.
The Problem
– Vector3.Magnitude does this internally:
math.sqrt(xx + yy + z*z) – sqrt is expensive
## The Workaround Today
-- Roll your own
local function magnitudeSquared(v: Vector3): number
return v.X*v.X + v.Y*v.Y + v.Z*v.Z
end
-- Compare distances without sqrt
local distSq = magnitudeSquared(a - b)
if distSq < 100*100 then -- within 100 studs
-- much faster than (a-b).Magnitude < 100
end
Why It Matters in Roblox
This pattern comes up constantly:
NPC aggro range checks (running every heartbeat for many NPCs)
Proximity detection
Particle/LOD culling
If you’re doing this in a loop with 100+ entities at 60hz, you’re calling sqrt6000 times/second for no reason when you just need to compare distances.
The Ask Makes Sense
Roblox already has .Magnitude and .Unit — MagnitudeSquared (or .Magnitude2 / .LengthSquared like in Unity/Godot/Unreal) is a natural addition and a zero-cost one to implement.
My theory is the engine written in c++ (probably) should have that MagnitudeSquared, because when it has to run a lanugage like lua in a script it is orders of magnitude slower than baked into the engine library.
Good point, unfortunately it isn’t available on clients, probably won’t be for a while as they’d have to support so many different system architectures just to make it work on client devices.
This came up on Unity a while back. What you’re doing is faster. The conclusion was: On a average PC, you probably will not notice. On an average phone, it is up to six times faster. I filed this concept in my good stuff notes.. I knew right away what you were talking about due to that.
Phones benefit the most, PCs barely notice.