![]() In other words, optimising only the individual frames result in the optimal “overall” acceleration as well. ![]() It turns out that maximising the per-frame acceleration “greedily” also maximises the global average acceleration over the span of some time t. This applies to TASes as well: we want to optimise strafing as much as possible so that we can “forget about it” when constructing a TAS and permitting us to concentrate on the planning, the “general picture”, and executing specific tricks. If we do not cannot perform strafing near optimally, the entire speedrun falls apart. Strafing should be viewed as a building block that is used as a basis for other speedrunning techniques and tricks. ![]() Strafing is so fundamental to speedrunning, that a speedrunner ought to “get it out of the way” while focusing on other techniques. surfing analysis, speed-preserving strafing, curvature analysis, minimal-time paths), gaining a deeper understanding of strafing, or indeed for practical implementations. Other attempts at mathematical treatments of strafing like this by injx, this by flafla2, this by Kared13, this by ZdrytchX, this by jrsala, and this by Matt’s Ramblings, are ad-hoc and suffer from flaws that make them less suited for further analyses (e.g. This chapter shall serve as the starting point and baseline for further discussions and analysis of strafing-related techniques and physics. While this chapter is not the first mathematical treatment of this topic, it is the goal of the author to write the definitive analysis and optimisation of strafing in a significantly greater level of precision and thoroughness than seen in other sources. In this chapter, we will only discuss strafing and not bunnyhopping. For the purpose of our discussions, the sole act of jumping repeatedly like a rabbit, regardless of whether strafing is done concurrently, is bunnyhopping, although the reader will find some in the community who include airstrafing when the term “bunnyhopping” is used. Strafing is commonly accompanied by a series of jumps intended to keep the player off the ground, as there is friction when moving on the ground. If there is a need to distinguish between them, we refer to the former as “airstrafing” and the latter as “groundstrafing”. Strafing as a technique can be achieved similarly in the air and on the ground. Strafing in the context of Half-Life speedrunning refers to the technique of pressing the correct movement keys (usually the WASD keys) and moving the mouse left and right in a precise way to increase the player speed beyond what the developers intended or make sharp turns without sacrificing too much speed.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |