Bunnyhopping from the Programmer's Perspective (2015)
11–20 of 67 posts
Re: Bunnyhopping from the Programmer's Perspective (2015)
#12This[1] video does an excellent job of explaining the mechanic with visuals and code snippets.
Carmack's public post[2] on the "bug" of strafe-jumping is endearing in light of how much it influenced game design in the following decades.
[1] https://www.youtube.com/watch?v=rTsXO6Zicls
[2] https://www.gamers.org/pub/archives/plans/johnc@idsoftware.c...
Re: Bunnyhopping from the Programmer's Perspective (2015)
#13https://www.youtube.com/watch?v=sXat1AEtuT8
This is great example of how an accident can contribute towards such a fun mechanic into a game. This ultimately ended up spawning new game types where a mastery of movement was a key skill.
Re: Bunnyhopping from the Programmer's Perspective (2015)
#14The described way of increasing maximum velocity does not look realistic, it is not based in any kind of physics or bio-mechanics. So, is it a suggestion to implement a broken game mechanic.. so that experienced players can transfer their skill to other FPS games? Nice..
Re: Bunnyhopping from the Programmer's Perspective (2015)
#15Re: Bunnyhopping from the Programmer's Perspective (2015)
#16The thing I don't understand is why you would limit velocity in such a strange way to begin with.
Re: Bunnyhopping from the Programmer's Perspective (2015)
#17Surfing [2] was another kind of emergent behavior in counter-strike, I believe, where players can slide through slopes in a certain way and also gain speed plus air strafing.
0: https://www.youtube.com/watch?v=wMIbJbQ2iHc 1: https://www.youtube.com/watch?v=BXs0rFitP54 2: https://www.youtube.com/watch?v=BXs0rFitP54
Re: Bunnyhopping from the Programmer's Perspective (2015)
#18The described way of increasing maximum velocity does not look realistic, it is not based in any kind of physics or bio-mechanics. So, is it a suggestion to implement a broken game mechanic.. so that experienced players can transfer their skill to other FPS games? Nice..
Re: Bunnyhopping from the Programmer's Perspective (2015)
#19> As a decidedly skill-based mechanic, competitive players love bhopping because it is so hard to master.
I have been part of QW clan somewhere between 1998 and 2002.
People learned hopping not because it was hard to master but because without it you would be at an extreme disadvantage on some maps (especially DM3 and DM6). Additionally to being able to move faster around map hopping has some other advantages: being able to jump some distances that normally would not be possible to jump (like rotundas on DM3 and DM6, over lava on DM2, etc.), being further from ground makes you get less damage from rockets striking ground and also because when you run fast constantly jumping and bobbing right and left you are harder to target directly.
Also, hopping feels good:)
Hopping isn't hard. I have been teaching people hopping by explaining how it works and giving step by step exercises. I have never had any difficulty teaching people to do this.
> This means that the player has a single frame to input the jump command without losing speed - another reason why bunnyhopping is so hard!
I don't know Quake 3 code, but at least for QW this is not true.
You can schedule the jump before you hit the ground.
What you do is the following sequence:
1. Hit the jump 2. While you in air, release the jump and press it again. Keep the jump key pressed as you are heading you are falling to the ground. 3. When you hit the ground the game engine will immediately execute the jump without applying friction penalty (provided you don't get damaged due to fall, I don't remember that part too well).
When I was teaching people to bunny hop one of foundational exercises was to learn to release and press jump again mid-flight, before you even start to learn the bunny hopping movement. You learn this standing in place before you add rotation (keep hopping while you rotate) and then add movement (start using w to move around). Only once you are comfortably timing your "reverse" jump mid flight you add strafing to the mix.
Re: Bunnyhopping from the Programmer's Perspective (2015)
#20The thing I don't understand is why you would limit velocity in such a strange way to begin with.
Goldsrc surfing was most exploitable in the form of "wall-running" by strafing against rounded surfaces(e.g. the cylindrical sewer pipe interiors in cs_siege and cs_militia, I think, both did this). Same bug, different mechanism, easier to control.