Krankdud
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Krankdud
@krankdud.net
Formerly a ton of speedrunning, now toying with gamedev
Hey I made a small action-packed Doom 2 map. www.doomworld.com/forum/topic/...
February 24, 2025 at 1:09 AM
November 25, 2024 at 11:20 PM
Kinda feel like making a rocket jump game #godot #gamedev
November 25, 2024 at 8:50 AM
Using strafes is the common way to air strafe, but as it's really just about the angle between the vectors, you can do it while holding forward as well. It just makes you go sideways and now your view is focused on the point you are turning around.
November 12, 2024 at 5:57 AM
But what if we start turning? Now v ⋅ w will continuously reach a point where it is less than our acceleration and allow us to keep adding speed little by little!
November 12, 2024 at 5:57 AM
Now what happens when we try moving sideways? Well cos(90) = 0 so v ⋅ w = 0 and we can move sideways a bit. If we look at the magnitude of our velocity after doing this, it actually increased a little! But then it immediately stops as v ⋅ w will be more than our acceleration afterwards.
November 12, 2024 at 5:57 AM
If you try moving backwards, cos(180) = -1 so v ⋅ w becomes negative and now v ⋅ w < acceleration! While holding forward prevents you from gaining speed, holding back allows you to stop in midair!
November 12, 2024 at 5:57 AM
So I was curious on how air strafing in Quake works. For people who don't know, if you hold strafe left in the air and turn to the left, you will turn in midair while gaining some speed. Likewise for strafing right and turning right.
November 12, 2024 at 5:57 AM