Show HN: Quake 1 movement physics reinforcement learning project
11–20 of 21 posts
Re: Show HN: Quake 1 movement physics reinforcement learning project
#12Human run [1] vs scripted bot run [2].
This is from DFWC, a race series that takes place every second year, and using modified Q3 engine.
There are 5-7 maps per season, and people race from start to finish, and best time wins.
Also, each round there is scripted run, to show how far you could push the engine physics, if you had inhuman reflexes. Highly recommend browsing entire YT channel, it's really awesome, if you ever played Q3!
Re: Show HN: Quake 1 movement physics reinforcement learning project
#13Re: Show HN: Quake 1 movement physics reinforcement learning project
#14Re: Show HN: Quake 1 movement physics reinforcement learning project
#15Prepare for something awesome Human run [1] vs scripted bot run [2]. This is from DFWC, a race series that takes place every second year, and using modified Q3 engine. There are 5-7 maps per season, and people race from start to finish, and best time wins. Also, each round there is scripted run, to show how far you could push the engine physics, if you had inhuman reflexes. Highly recommend browsing entire YT channel…
Re: Show HN: Quake 1 movement physics reinforcement learning project
#16Prepare for something awesome Human run [1] vs scripted bot run [2]. This is from DFWC, a race series that takes place every second year, and using modified Q3 engine. There are 5-7 maps per season, and people race from start to finish, and best time wins. Also, each round there is scripted run, to show how far you could push the engine physics, if you had inhuman reflexes. Highly recommend browsing entire YT channel…
I don't know what I just watched, but these movements seemed not very physically accurate to me.
These physics create a high skill ceiling for speed runs and in normal play because of how powerful movement becomes during play.
Re: Show HN: Quake 1 movement physics reinforcement learning project
#17https://www.youtube.com/watch?v=43d8fICz6gM
It starts with an explanation of the significance of Quake to speedrunning as a whole, so skip to 5:46 if you only want to see the movement tech.
Re: Show HN: Quake 1 movement physics reinforcement learning project
#18Karl Jobst has a Youtube video covering the speedrunnning record history of Quake's first level, which serves as a good overview of Quake movement technique: https://www.youtube.com/watch?v=43d8fICz6gM It starts with an explanation of the significance of Quake to speedrunning as a whole, so skip to 5:46 if you only want to see the movement tech.
* The goal here is to get through a particular level as fast as possible. Not to kill enemies or get points; it's just speed.
* The physics engine computes a speed for your player. There are some movements that increase it and some that decrease it. What these speedrunners are doing are (1) finding techniques in movement (2) exploiting features of the map that result in increasing their speed and maintaining it.
* These techniques include running along a wall (unclear to me why this increases or maintains speed), bunny hopping (jumping and turning at the same time in such a way where you don't pick up friction), leveraging features in a map to give you added speed (blowing up an explosive barrel and using its shock to speed you up).
* Over the course of 20 years, players have managed to get the record from 30 seconds down to its current 20 seconds for the quake map in question.
As someone who spent many hours playing Quake 2 on multiplayer, the best players moved in a rhythm similar to how the speed runner players do here.
Re: Show HN: Quake 1 movement physics reinforcement learning project
#19Karl Jobst has a Youtube video covering the speedrunnning record history of Quake's first level, which serves as a good overview of Quake movement technique: https://www.youtube.com/watch?v=43d8fICz6gM It starts with an explanation of the significance of Quake to speedrunning as a whole, so skip to 5:46 if you only want to see the movement tech.
This is an incredible video - thanks for sharing. Couple notes for those like me who are new to the speed running world: * The goal here is to get through a particular level as fast as possible. Not to kill enemies or get points; it's just speed. * The physics engine computes a speed for your player. There are some movements that increase it and some that decrease it. What these speedrunners are doing are (1) finding…
Re: Show HN: Quake 1 movement physics reinforcement learning project
#20That's a really cool project! And it made me want to play Quake again.
There ya go!