User:ZdrytchX

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== Strafe Jumping: Mathematics

The physics calculations are essentially the same between Quake 1 style bunny hopping as seen in GoldSRC and Source Engine games, and Quake 2/3 air physics as seen in games like Tremulous and Uberstrike. The speed limit can be given by (TODO: Mathematic Symbols) 1/cos(angle-against-player's-movement-direction) multiplied by the speed limit (quake 3: 320, Half Life (in the air): 30), while acceleration is given by cos(angle-against-player's-movement-direction) multiplied by the speed limit multiplied again by any modifiers (quake 1: 70 (in the air), quake 3: 1, quake 3 on the ground: 10)

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