Air Control (feat. Warsow)
1,147 views · Published 13 September 2015 · 27:31 · Indexed 19 October 2026
Channel: wareya · 2015 · Gaming
Physics framerate inherently affects physics consistency: http://wareya.tumblr.com/post/81226191435/making-gg2-suck-less-physics-simulation-scaling CORRECTIONS: Two explanations in this video are incomplete and don't have the entire picture. Jump arcs: While the information the video gives is correct, it's not the entire picture. An additional contributing factor is "arc skipping", where higher framerates have tighter (or looser) jump arcs as a direct result of each individual simulation slice skipping along the inside or outside of the jump's arc. This changes the height and distance of the jump in addition to the missing peak problem Corner clipping: Vanilla quake 3 does magic to make high input command rates run properly inside of a low server framerate. A side effect of this is the ability to clip around thin obstacles or corners, as if you were actually running at 20 FPS. This video touches on the mechanics, quirks, and history of air movement in FPS games. Airstrafing is the ability to change directions while in the air, simply by using your movement keys. Different games have different airstrafing systems. CPMA and Warsow share the same two airstrafing systems. The first comes from Quake 1 / Quakeworld, and I just call "airstrafing". The second comes from Vanilla Quake 3, and I call "strafejumping", to make a distinction.