Vector projection can be represented by the equation: V proj = |a| * cos( Θ ) = a This concept is illustrated below.įigure 1: Projecting vector a onto vector b The projection of a vector a onto a vector b (also known as the component of a onto b) is "The orthagonal projection of a onto a straight line parallel to b" (To quote Wikipedia). To explain this further, I need to first explain what vector projection is. Instead of limiting velocity directly, only the projection of the current velocity onto acceleration is limited. In the Quake III acceleration code, movement speed is limited in a very interesting and nonobvious way. Nevertheless it is still interesting to see the origins of the mechanic. Keep in mind that both codebases contain engine-specific code so they aren't as easy to integrate as the code in this article. If you would like you can check out the Quake III movement code or the Half Life 2 movement code on GitHub. It is possible in any game that is based off of the Quake engine, such as Source. Explaining Air Strafing MathematicallyĪir Strafing works because of the way movement acceleration is handled in the Quake Engine. It takes great skill and accuracy to perfectly sync your mouse movement to your movement keys. This explains in part why bunnyhopping is such a skill-based mechanic. The result of this from the player's perspective is a rapid increase in speed. That is, when he moves the mouse to the left he holds the a (left movement) key, and when he moves the mouse to the right he holds the d (right movement) key. When he does this, he syncs his mouse movement with his movement keys. In the clip above you may notice the player quickly wiggle his mouse left and right. The most important component of bunnyhopping is the concept of Air Strafing. They can't seem to go wrong with the music, at the very least.One Example of Bunnyhopping in Counter-Strike: Source ( Source) ![]() Maybe it will even have more players than Champions currently does if they can draw people into it with a single-player campaign, as was so wildly popular with DOOM, and not alienate the original fanbase with character abilities and the like. ![]() ![]() I like Quake Champions but it definitely has some fundamental problems. If they make their own Q3A-style multiplayer to go with it, bonus points to them, especially since they outsourced the multiplayer of DOOM 2016, and Quake Champions was just a bit weird given how they followed the trend of giving all the characters special abilities and made the gameplay less "pure" as a result, switched from a paid to a F2P business model after release and didn't use IdTech. I'd really love to see what they can do with the property using IdTech 7 and their creative (and awesome) way of translating classic gameplay like we saw in DOOM 2016 (just no glory kills in Quake, please.) I really think it could benefit from what Id have to offer nowadays in terms of graphics, sound and gameplay but it seems like they've decided that Quake is more multiplayer than it is singleplayer, and the Quake 2 storyline and world is more canon than that of Quake 1. Pair that with awesome Quake singleplayer gameplay and it's simply amazing. I just love the dark ambience, the Gothic architecture, the Lovecraftian tone and the Nine Inch Nails soundtrack. I'd like a new singleplayer Quake game too, but I prefer the style of the original to the one started in Quake 2 and continued in Quake 4 (Quake 2 was originally intended to be a new IP, they just couldn't think of a name in time.) Try not to let anyone know that you like Quake 4 )
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