The "distanceToSqr" call is a bit expensive, so avoiding it is pretty nice, around ~15% calls are skipped with this check
We could also check if the x,y,z coordinates are equal, but for now, let's just keep the identity check, which also helps us since Minecraft's code does reuse the original delta movement Vec3 object
The single thread per world is actually better because now we can profile each world separately. We still mimick the original thread pool by using a semaphore, this way we don't end up saturating all cores