The code behind Quake's movement tricks explained (bunny-hopping, wall-running, and zig-zagging)
Explanation of how the player movement code in Quake gives rise to these three different player movement "bugs", with a quick look at TAS movement mechanics at the end.
Big thanks to the Quake Speedrunning Discord for helping me out with getting TASQuake running on my machine, and for clarifying terminology.
Here are the original C versions of the acceleration functions:
https://github.com/id-Software/Quake/blob/master/WinQuake/sv_user.c#L190
Chapters
00:00 Introduction
01:13 Acceleration on ground
03:05 Zig-zagging
03:54 Circle jumps
04:17 Wall-running
04:46 Acceleration in the air
05:18 Strafe-jumping / power-bunnies
06:21 Tool-assisted techniques
07:23 Outro
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2020-12-19 | Better Quake strafe-jumping with genetic algorithms |
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2018-03-08 | Quake 3's frame rate dependent physics |
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Other Statistics
Quake Statistics For Matt's Ramblings
At this time, Matt's Ramblings has 715,636 views for Quake spread across 13 videos. About an hours worth of Quake videos were uploaded to his channel, roughly 72.94% of the content that Matt's Ramblings has uploaded to YouTube.