Talk:Strafe-jumping

message: 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)
replies: text: Actually, it's been unsourced for years, so it will probably be deleted if anyone bothers to take it to AfD. All articles must be reliably sourced. — SMcCandlish   Talk⇒ ʕ(Õلō)ˀ  Contribs. 22:36, 30 March 2010 (UTC)
thread_title: Delete?

message: 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)
thread_title:  How it actually works in the game engine 

message: I dont know much about what should be added to the wiki, and what shouldent, but maybe this link will be usefull: http://www.funender.com/quake/articles/strafing_theory.html
It explains the theory beheind strafe-jumping. argh, forgot to sign. --Ismetteren (talk) 18:27, 9 May 2009 (UTC)
replies: text: There's no reason to create an "External links" section for something like this, but it might be useful as a source. — SMcCandlish   Talk⇒ ʕ(Õلō)ˀ  Contribs. 22:40, 30 March 2010 (UTC)
thread_title:  Could this link be added? 

message: I disagree in how the article is classifying things and some of the statements made in it.
Bunny hopping describes all movements in all games that makes you look like a rabbit with a railgun.  It is another word for strafe jumping..  We called it bunny jumping because when players first started hopping around the game it was funny looking.  If you read the articles on Bunny Hopping and Strafe jumping you will immediately see that the "strafe key" is mentioned in the execution of all techniques.  Therefore what we really have is how to strafe jump in Quake 1, Quake 2 and Quake 3.  This is the classification that things should be broken down as.  It is obvious to any old time quaker that they mean one and the same.  Most new players probably heard both and tried to classify them separately. 
Bunny hopping (strafe jumping) where you can change direction in air describes how to strafe jump in Quake 1.
Strafe Jumping would most likely describe how to strafe jump in Quake 2.  (though ramp physics seemed to be used in many cases to start this)
Circle strafing is how to strafe jump in Q3.
I would describe the concept of the bunny jump or bunny hopping as the following:
Bunny Hopping refers to what is properly known as strafe jumping in FPS games.  It can be used to describe any ridiculous movement by in game characters which involves them jumping consecutively in order to gain speed or to avoid weapons fire.  Just like a rabbit that hops as its primary form of movement, any FPS game player who chooses to jump more then run can be described as bunny hopping.
I strongly suggest merging the bunny jumping/hopping and strafe jumping articles and eliminating this concept that they are different.
Oldschoolquaker (talk) 04:58, 13 February 2011 (UTC)
thread_title:  Strafe Jumping Classification 

message: Strafe Jumping was a bug that was kept
 Description - Talking about the strafe jumping as a bug that was kept   
 URL - http://planetquake.gamespy.com/View.php?view=Editorials.Detail&id=115 
 Description - the battle for keeping strafe jumping
 URL - <http://planetquake.gamespy.com/View.php?view=Articles.Detail&id=735
Strafe jumping exists in Warsaw 
 http://www.warsow.net/forum/offtopic/topic-17312/ 
Origins or strafe jumping could start with Doom 
 http://doom.wikia.com/wiki/Straferunning
Strafe jumping in Quake 1
 Title - Quake 1: Guide to bunny jump
 URL - http://www.youtube.com/watch?v=v6jm9iGW2Co
 BY - IloveFPS1
 Description - Tutorial on how to strafe jump in Q1
 
 Title - The Speed of Quakeworld
 URL - http://www.youtube.com/watch?v=nPtDtPz5m-A&feature=related
 By - DonPhrostByte
 Description - shows off how fast one can achieve speeds in Quake 1 type games
Strafe Jumping in Quake 2  
 Title - Quake 2 Jump - stubbsyjump39 - asha
 URl - http://www.youtube.com/watch?v=XEbNWMT5hok&NR=1
 By - q2jumparchive
 Description - an amazing display of trick jumping
 
 Title - Quake 2 Jump - ddrace - Israfel
 URL - http://www.youtube.com/watch?v=JhsnnrMg-Bo&NR=1
 By - q2jumparchive
 Decription - shows off the ramp jump physics and strafe jumping acceleration 
Quake 3 strafe jumping (circle jumping)
 Title - Quake Live Tricks - Strafe Jumps
 URL - http://www.youtube.com/watch?v=kfpaEAh3geM  
 Description - This is a great example as one can see the spaces between the block platforms gets wider and wider
 
 Title - Steve's StrafeJump Tutorial for Quake 3
 URL - http://www.youtube.com/watch?v=1g24fe4bwu0
 BY - Neillithan
 Description - the basis for the circle jumping tutorial as one can clearly see how to execute the technique
Strafe-jumping Physics visualized  — Preceding unsigned comment added by Mach-AVelosity (talk • contribs) 08:23, 30 August 2020 (UTC)
thread_title:  References to help solidify this article 

message: uses strafe-jumping as well. since every other game that makes use of it is mentioned, it should be added to the list --92.193.38.87 (talk) 15:48, 17 August 2014 (UTC)
thread_title:  openarena 

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thread_title:  External links modified 

message: Considering that most wikipedia articles on the alike topics include equations and stuff, this page could add the mathematical equations involved. The physics used to bunnyhop and strafe jump are essentially the same, although the physics used in games where players typically use the bunnyhop technique has a small speed limit and high acceleration. Quake 3 strafe jumps will eventually turn into a slow bunnyhop style if the user does not want to "jerk" the camera too much 
I'm not good at explaining stuff in text nor speaking, and a good source for explanations from the funender website is now down but I'll paste the lua code (since it is somewhat more easier to read than the original quake code) that I put into my TremNS2 mod (a tremulous based [[[natural selection 2 mod]]) and the bunnyhop mod:
Quake 2/3 style: TremNS2: Marine.lua file on Github
        local lAirAcceleration = self:GetMaxSpeed() --accelerate to maximum speed in one second
        local wishDir = self:GetViewCoords():TransformVector(input.move) --this is a unit vector
        wishDir.y = 0 --Remove vertical component
        wishDir:Normalize()
        local wishDircurrentspeed = velocity:DotProduct(wishDir) --current velocity along wishdir axis
        local addspeedlimit = lAirAcceleration - wishDircurrentspeed
        if addspeedlimit <= 0 then return end
        accelerationIncrement = deltaTime * lAirAcceleration --multiply by the time interval between frames
        if accelerationIncrement > addspeedlimit then accelerationIncrement = addspeedlimit end
        velocity:Add(wishDir * accelerationIncrement)
The code can be modified a little bit to transform it into quake 1 style used for bunnyhopping by multiplying accelerationIncrement or setting it to a high value, and setting lAirAcceleration to a low value. Example from my bhop mod for NS2:
      local laccelmod = 70--acceleration modifier
      local lAirAcceleration = self:GetMaxSpeed() --accelerate to maximum speed in one second
      local wishDir = self:GetViewCoords():TransformVector(input.move) --this is a unit vector
      wishDir.y = 0
      wishDir:Normalize()
      local wishDircurrentspeed = velocity:DotProduct(wishDir) --current velocity along wishdir axis
      lAirAcceleration = lAirAcceleration * 0.1
      local addspeedlimit = lAirAcceleration - wishDircurrentspeed
      if addspeedlimit <= 0 then return end
      accelerationIncrement = laccelmod * deltaTime * lAirAcceleration
      if accelerationIncrement > addspeedlimit then
        accelerationIncrement = addspeedlimit
      end
      velocity:Add(wishDir * accelerationIncrement)
The end result from the above code is that the user is able to accelerate in the air about 7 times faster than on ground, but is limited to a speed limit of 10% of their maximum speed limit. The high acceleration value and the small speed limit means that the user is not able to accelerate much compared to the vanilla Q3 style physics.
The speed limit modification has to do with the fact that the code uses dot products. I am not good at explaining it, but here is a rough image to represent what I want to explain: http://i.imgur.com/hLRkTRv.png
--ZdrytchX (talk) 19:42, 24 February 2017 (UTC)
thread_title:  Explain the Mathematics? 

message: Regarding this change: https://en.wikipedia.org/w/index.php?title=Strafe-jumping&type=revision&diff=776880960&oldid=776694510 done by The1337gamer:
If that is what someone thinks best, we probably should remove the list that features bunnyhopping. Some of those games don't specifically only feature bunnyhopping air physics (high acceleration, low speed limit of 30 ups) such as those that make use of combined Q3/Q1 bunnyhop and unreal air control style physics. I like to specifically clal them CPM physics since that seems to be the oriign of the combined air physics, even though it's called turbo physics in quake live and has differnet names in other games.
If we  are going to keep them, the old list of quake 3 physics supported games should be brought back.
Also the "how to" and tihngs like the circle jump section needs redoing since it's rather unprofessional. They do not teach the actual physics mechanics and/or explain how it works, only a vague tutorial on how to gain an apparent gain in speed. The page needs cleaning up.
It also should probably be mentioned in the bunnyhopping section that: 1. the mathematical equations are essentially the same. 2. The acceleration is typically an increased modifier value ranging from (but not the smallest value) like 10 (source engine default values, like csgo) up to 150 in other games with a value like 3000 for surf mod servers. 3. The speed limit is almost always a raw vlaue of 30 units per second weather it be inches per seocnd (hammer units in source engine) or 30/32s of a meter per second (quake/goldsrc). Refer to the above section in regards to the mathematics.  — Preceding unsigned comment added by ZdrytchX (talk • contribs) 06:07, 14 July 2017 (UTC)
thread_title:  Consistancy 

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