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Author Topic: Mathematical description of air strafing  (Read 565 times)
Offline  Derek
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Posts: 12
I wrote this for anyone who is curious about the mechanics of air strafing, inspired by a similar guide to strafe jumping in Quake a saw once.

It basically just looks at the physics and math behind air strafing. It's not really a guide, but some of you may find it interesting.


http://steamcommunity.com/sharedfiles/filedetails/?id=184184420
   
Maggot
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Posts: 25
holy shit. well, I've got something to read while at work now.
   
Offline  CrancK
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ehh... what?
Posts: 397
dude...
nice work

and interesting, thats like nearly 100% the same as: http://www.funender.com/quake/articles/

got some different diagrams though, so nice there, but i already knew all of this... but still nice for others ^^



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Soldier
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Posts: 108
Very good read.
   
Offline  Derek
Maggot
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Posts: 12
nice work

and interesting, thats like nearly 100% the same as: http://www.funender.com/quake/articles/

got some different diagrams though, so nice there, but i already knew all of this... but still nice for others ^^

Yes, this is what inspired me. The "rules" that TF2 uses are the same as Quake, but the constants are completely different.
   
Rocketeer
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Posts: 424
nerds...


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Fly
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Posts: 54
video games
   
Fly
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Posts: 57
Just call me trey
Skimmed through most of it because it's obvious to me, but it looks like you did a very thorough job

One thing I noticed at the end though is how you said bhopping is barely possible? I would consider it more possible than bouncing, both require frame-perfect actions but bounces require specific velocities whilst bhopping does not. Although, you wouldn't chain as many bounces together as you would bhops, so I guess the latter is technically more difficult
   
Maggot
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Posts: 45
i surf in the game team fortress 2


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Offline  tordana
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Posts: 253
That's pretty cool. Can you explain what changing the (now-defunct) cvar sv_airaccelerate does to the equations?


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Offline  Derek
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Posts: 12
That's pretty cool. Can you explain what changing the (now-defunct) cvar sv_airaccelerate does to the equations?
I'm not sure, but my guess is that air acceleration = sv_airaccelerate * max ground speed. In my research I found that air acceleration was 10 * max ground speed, and as I recall sv_airaccelerate is 10, so this makes sense. But it's only a guess.
   
Offline  CrancK
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ehh... what?
Posts: 397
dude...
meh.... my head incapable of thinking straight atm... cos of weirdness seen, nvm this post
« Last Edit: October 11, 2013, 03:25:20 AM by CrancK »


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