Talk:Strafe-jumping
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[edit] Wrong
Strafe jumping is the single most useful skill in Quake other than the ability to aim. As such, I would have hoped that a person writing about it would actually know HOW to strafe jump and, assuming they did know, at least read over what they had written to make sure it was right. One or both of these was not the case. When strafe jumping you turn in the same direction you are strafing not the opposite direction.
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The above poster is correct. It is evident by actually watching the demos, as the writer of the article suggests to do, that you do not turn left when strafing right, but instead turn right when strafing right, and left when strafing left. I'll be modifying the article accordingly.
why the HELL is this on wikipedia?!
--mojo
- Because Wikipedia is an encyclopaedia, and strafe-jumping, as a technique, has influenced the development of FPS play and development. Hence, it stays. Tohya 11:03, 8 June 2006 (UTC)
[edit] So how does it actually work?
It would be nice to have a real explanation, one that doesn't make it look like a black art. Perhaps WP:OR (at least I couldn't find anything), but then we can base it on the source, like the Quake III Arena article does as well at some points. Try code/game/bg_pmove.c, PM_Accelerate in particular. My observations follow.
There are two versions, one of which is #ifed out with the comment “proper way (avoids strafe jump maxspeed bug), but feels bad”. The other version measures the current speed by taking the dot product of the current velocity and the direction the player wishes to accelerate in. Due to that dot product, the game will measure a smaller portion of the top speed being used when attempting to accelerate in a different direction. Because the game thinks there's headroom, it grants acceleration in the direction the player chose, even if that means accelerating beyond what would be the top speed.
There is quite literally a side effect (what else would you expect when partly accelerating to the side?), but it's small compared to the high speeds and small at low speeds, and bounded between no and normal acceleration.
Regarding common practices:
- Already ‘strafing’ on the ground
- The ground offers ten times as much acceleration as air.
- Jumping
- The ground's friction becomes a terminal velocity-like problem at some point, whereas the air offers no resistance at all. Also, no speed appears to be lost when hitting the ground with jump held down.
- Zigzagging
- Not required, but helpful if only accelerating in one direction throws you off course. Inconsistent with airchange (link from the article) somehow.
I hope this provides a nice starting point to expand on (there is a lot more to add, and in a more encyclopedia-friendly format). Keep in mind that constants and other things might be different in other games using this engine or a related one, where strafe-jumping might work as well. It could also be good to check my claims against the source, as I may have overlooked something. --Jonathanvt 03:50, 28 October 2006 (UTC)