Okay, but how does airstrafing ACTUALLY work?

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  • Опубліковано 23 гру 2024

КОМЕНТАРІ • 967

  • @Mokeysniper
    @Mokeysniper 4 дні тому +1462

    i have waited 370 years for this

    • @zevidmusic
      @zevidmusic 4 дні тому +2

      Here we go

    • @Zdanigmd
      @Zdanigmd 4 дні тому +8

      Hi mokey (btw u, macro, and zweek should all do an FFA in Titanfall 2, just a recommendation)

    • @Quaki3000
      @Quaki3000 4 дні тому

      My first thought when I saw the video in the feed: He's still alive!!!

    • @LqdAim
      @LqdAim 4 дні тому

      Smells like updog

    • @chad6
      @chad6 4 дні тому +1

      Tapstrafe in apex is a crime and a crutch.

  • @r3eech
    @r3eech 4 дні тому +1269

    Went 120kph in a school zone just to get home to see this 🙏

    • @the1whoplayz
      @the1whoplayz 4 дні тому +89

      mkbhd's alt located❗

    • @Quellems
      @Quellems 4 дні тому +35

      Were you strafe jumping?

    • @budderboy_
      @budderboy_ 4 дні тому +5

      hey i know this guy!

    • @CommunistRainbowdash
      @CommunistRainbowdash 4 дні тому +28

      "Officer, I wasn't swerving erratically, it's called strafedriving!"

    • @sonicobg1
      @sonicobg1 4 дні тому +2

      did bro get flung by BT on the way back?

  • @zweekSR
    @zweekSR  4 дні тому +932

    I'm realizing in hindsight the shit I said about the cod series might be the some most unhinged and partially unintendedly ragebaity words i have ever said in my entire life and i apologize to the entire call of duty speedrunning community i love u please do not punch me in the butt

    • @lexydrow
      @lexydrow 4 дні тому +60

      Lmao, people just can't stop bashing COD nowadays, even if unintentionally, no worries

    • @nayuki2020
      @nayuki2020 4 дні тому +5

      don't worry that's the part we (i) skipped

    • @CashMayo
      @CashMayo 4 дні тому +29

      Aside from my nostalgic love for MW3 and BO2, and their movement and gunplay, I totally agree with you, especially on WW2!!!
      In the WW2 multiplayer there is jump fatigue, which makes sense... BUT, in the HQ, there is NOT. And probably unintentionally, that means that the HQ 1v1 Pit also has NO JUMP FATIGUE. You can straight up just strafejump into bunnyhops across the small arena, and it is probably the best thing Call of Duty has ever done. Period.
      *Oh, and I have an ancient video on my channel that showcases this I think

    • @thislink1519
      @thislink1519 4 дні тому +19

      Baiting people to fist him. SMH

    • @unnamed3810
      @unnamed3810 4 дні тому

      @zweekSR Have you even seen what a COD4 or mw2 speedrun looks like?

  • @ThaRixer
    @ThaRixer 4 дні тому +477

    You know this took a while to make when bro is sitting outside in the summery grass and it is currently winter.
    Great job zweek, your constant curiosity in wanting to learn stuff and explain it to the world is noticed and we're all here for it

    • @themothpope1720
      @themothpope1720 4 дні тому +10

      LMAO THATS CRAZY YOU DID NOT NEED TO PUT HIM ON BLAST LIKE THAT

    • @henzelman5218
      @henzelman5218 2 дні тому

      TRUE

    • @dododev56
      @dododev56 11 годин тому

      Ricky what are the chances I find you here lol.😂 love your jak content

  • @Msushi
    @Msushi 4 дні тому +417

    This video changed my life.

    • @twigtarsier
      @twigtarsier 4 дні тому +17

      the professional bhopper is learning how it works

    • @dafp8833
      @dafp8833 4 дні тому +2

      Didn't expect you to be here

    • @mikkelens
      @mikkelens 4 дні тому +4

      I mean you literally said that about the recent Celeste TAS recording like yesterday but I guess a life can be changed more than once

    • @gaubbe
      @gaubbe 4 дні тому +2

      This comment changed my life.

    • @prinlerdsri405
      @prinlerdsri405 4 дні тому

      Wait you the portal speed runner guy

  • @lentencraft
    @lentencraft 4 дні тому +274

    4:10 3blue1brown jumpscare. really funny, while also working well as an explanation lol

    • @user-fl6op8jz5n
      @user-fl6op8jz5n 4 дні тому +1

      LMFAO

    • @YourLocalMedic
      @YourLocalMedic 3 дні тому +2

      I literally just watched his entire matrix algebra series 3 days ago before my matrix exam 😭

    • @nogussy
      @nogussy День тому

      i was legit amazed, this guy is so skilled

  • @-nomi.-
    @-nomi.- 3 дні тому +151

    just impressed by the skillset on show here. if this were a resume youd be putting down
    -math
    -coding
    -animation
    -modelling
    -motion graphics
    -data vis
    -editing

    • @CashMayo
      @CashMayo 3 дні тому +15

      not to mention the epic gaming

    • @khodis2002
      @khodis2002 День тому

      What do you think they used for motion graphics?

    • @zyad48
      @zyad48 День тому

      @@khodis2002 Likely uses "Manim," at least for some of it

    • @soesoh
      @soesoh День тому +1

      and comedy

    • @nerro984
      @nerro984 День тому +3

      it is overall a video with a production quality that I cannot fully fathom
      like everything is so good that it looks like it was produced by a team of tens of artists and creators but everything feels so coherent and consistent that it also feels impossible to be not made by just a single person

  • @Nextracer1
    @Nextracer1 4 дні тому +426

    What is this video? For the blind, its vision. For the hungry, its food. For the thirsty, its water. If this video thinks, I agree. If this video speaks, I’m listening. If this video has one fan, it is me. If this video has no fans, then i no longer exist.

    • @thewhitefalcon8539
      @thewhitefalcon8539 4 дні тому +15

      so you're telling me this video is a beautiful woman who likes me

    • @treee6400
      @treee6400 4 дні тому +16

      ​@@thewhitefalcon8539 Nope. Sorry to break it to you bud; If you've found this video, you're too far in the wrong direction

    • @phoe87
      @phoe87 3 дні тому

      ​@@treee6400he can keep watching here and jump backwards tho

    • @gabusdeux
      @gabusdeux 2 дні тому

      This video is love....
      This video is life....

    • @dwarian5252
      @dwarian5252 2 дні тому +1

      @@treee6400 his vectors are all off

  • @twpsyn
    @twpsyn 4 дні тому +97

    in summary: god bless id software for gifting the world quake

    • @janmagtoast
      @janmagtoast 3 дні тому +1

      totally agree 🙏🙏
      also hi :))

  • @Carth531
    @Carth531 4 дні тому +82

    Close enough, Welcome back FUNKe

  • @tomatoanus
    @tomatoanus 4 дні тому +108

    incredibly work zweek!!

  • @selumnaaaaa
    @selumnaaaaa 4 дні тому +53

    It's insane how complicated under the hood something so intuitively easy to learn and use ingame is, it just feels perfectly natural even with some of the limits added after quake1. Great video

  • @fancysonn
    @fancysonn 4 дні тому +69

    i love the 3b1b segment

    • @paprikar
      @paprikar 4 дні тому +5

      the vsauce meme too!

    • @leocomerford
      @leocomerford 3 дні тому

      Have people told Grant Sanderson about it yet?

  • @MentalCheckpoint
    @MentalCheckpoint 4 дні тому +182

    *taking notes*

    • @bigerik4600
      @bigerik4600 4 дні тому +3

      so thou breast breaths life yet

    • @Sean.R
      @Sean.R 4 дні тому +3

      Dude come backkk

    • @32557
      @32557 4 дні тому +2

      Wooo !!! are you coming back?

    • @Barmem
      @Barmem 4 дні тому +1

      Wait, I thought you were dead

    • @lenOwOo
      @lenOwOo 3 дні тому +1

      Calm down guy, he is taking a note

  • @celdaemon
    @celdaemon 3 дні тому +38

    2:11 just one thing to note, GoldSrc is based on the QuakeWorld derivation of the Quake I engine, with large parts of the Quake II engine applied.

  • @foudesfilms
    @foudesfilms 4 дні тому +25

    I love these movement mechanics videos. I have a defense for the variable name "current speed" at 4:00 that might make the Quake 1 code a little more interpretable. Calculating the dot product between your current velocity and wish velocity (with length one) does in fact return your current speed _in the desired direction_. So if your current velocity is straight forward and your wish velocity is 90 degrees left or right, you are in fact moving with a speed of 0 relative to your desired direction. If your current velocity and wish velocity are less than 90 degrees apart, some of your current speed is going towards your desired direction (as measured by the dot product). Etc. This helped me make sense of the rest of the code in this section, hope it helps others too.

  • @ReverendTed
    @ReverendTed 3 дні тому +10

    Oh, I love the vertex wobbles on the Quake 1 box at 1:55! Such a thoughtful detail!

  • @Joevenon
    @Joevenon 4 дні тому +161

    Quake 1 movement is really the percursor of everything I love about movement in FPS games, that's why I used it's engine for my game BRAZILIAN DRUG DEALER 3: I OPENED A PORTAL TO HELL IN THE FAVELA TRYING TO REVIVE MIT AIA I NEED TO CLOSE IT

  • @ThrowTop
    @ThrowTop 4 дні тому +95

    as a source engine connoisseur I already knew most of the math behind why strafing works, but these visualizations were fantastic and I had no clue how many games actually used a quake based game engine. (I've never played a COD game)

    • @Michtar
      @Michtar 4 дні тому +1

      Hi throw

    • @Vanity0666
      @Vanity0666 4 дні тому +3

      Me when I finvsqrt all over the floor

    • @treee6400
      @treee6400 4 дні тому +2

      ​@@Vanity0666I really hope that doesn't mean what my brain thinks it means

  • @eliasprice7553
    @eliasprice7553 4 дні тому +35

    It always amazes me how unintentionally perfect quake 2 style airstrafing is from a game design perspective. There's no limit to how fast you can go, it's purely dependent on your skill. You can choose to either overshoot the optimal angle and have reduced but consistent acceleration, or you can shoot for the perfect angle and risk undershooting it and getting nothing. Then, the more speed you get, the angles become more extreme and more precise.

  • @flurble
    @flurble 4 дні тому +12

    Quake truly is the grandfather of so many games, I honestly never knew that CoD was developed off the same branching engine, sick vid Zweek! Keep it up

  • @chichechich99
    @chichechich99 4 дні тому +22

    Incredible, incredible work! Can't wait to corner someone at a Christmas party to explain the intricacies of air straifing

  •  4 дні тому +9

    you said early that "it was way more complex than you expected", and i was imagining something simple along "floating point cumulative errors mounting over many frames" (due to weird jumps in Q3 only being possible at 300+ fps)
    but... wow... you were absolutely right.

  • @Dancy984
    @Dancy984 23 години тому +1

    i feel like people arent realizing how high quality this video is, from animation to motion design everything is so clean and well done. good job dude im so amazed.

  • @HuntersHunter
    @HuntersHunter 2 дні тому +4

    3:35 It returns the length of the vector because its already been calculated to normalize the vector so it lets you skip having to calculate the length twice like you would if those were two separate pure functions. It makes sense that they would care about optimizations about that in 1999 and it’s not poorly written.

    • @AstralPhnx
      @AstralPhnx День тому

      John Carmack knew what he was doing damnit

    • @mismis3153
      @mismis3153 День тому

      The point is that you could have a function that returns the magnitude followed by the scaling. It's just as fast, but this time you don't have to guess what the function actually does.

    • @HuntersHunter
      @HuntersHunter День тому +1

      @ it’s perfectly reasonable to have a function that normalizes vectors in place, and it’s perfectly reasonable to have that function return the useful length calculation in case it’s needed instead of nothing. You shouldn’t have to use 2 lines of code every time you need to normalize a vector in a game engine.

    • @Daniel-__
      @Daniel-__ День тому +1

      @@HuntersHunterI mean realistically speaking all that’s really being changed is the function’s preamble, and that’s nothing expensive. Clock cycles will still be spent pushing space for a return value on the activation record (be it void with 0 bytes or some integer with n bytes). You have to think about how expensive an individual operation is - multiplication and especially division are more expensive than adding space to and filling a stack.
      If you were a real optimization junkie you could create two functions - one that just normalized the vector and one that normalized the vector and returned the value - but it’s an easier maintained code base this way.

  • @-nomi.-
    @-nomi.- 3 дні тому +5

    19:38 random thing that doesn't hurt the video: the grid on the closeup of the monitor is closer to an lcd than a crt. the phosphor stripes are offset on a crt so you don't get distinct horizontal lines between pixels

  • @DoctorSwellman
    @DoctorSwellman 4 дні тому +8

    Quake really is the grandfather of all FPS games. Wonderful video zweek, you've outdone yourself once again

  • @BloockW
    @BloockW 4 дні тому +6

    4:06 yeah this is one of the best videos I have ever seen on UA-cam, you are incredible.

  • @Gummiees
    @Gummiees 4 дні тому +16

    11:53 you have a gigantic boom mic on the frame yet you record with the phone, what a weird flex

    • @ReverendTed
      @ReverendTed 3 дні тому +4

      It's an emotional support boom mic.

  • @ReverendTed
    @ReverendTed 3 дні тому +5

    Dude. I haven't bought a CoD since they put "Mouse and Keyboard Support" as a bullet point on the box for the PC version of MW2, because (huff puff) they clearly weren't making games for ME anymore and they didn't deserve any of my money. Then here you come undoing all my good intentions by BUYING ALL OF THEM. You monster.
    My righteous crusade - for naught! All so you could hop around like a nincompoop!
    (Great video! Also, PhD theses have absolutely been written on subject matter more trivial than this.)

  • @publickip
    @publickip 4 дні тому +5

    love the editing style on this video holy
    sad you were working on it before Deadlock came out, was looking forward to that segment

  • @yoshi_oz
    @yoshi_oz 4 дні тому +27

    The editing is SO GOOD on this video, literally on my belly kickin my feet in the air when I see a new Zweek video.

  • @shovelclaws
    @shovelclaws 4 дні тому +12

    i know my professor hates to see a zweek video walk in the room

  • @Craftidore
    @Craftidore День тому +1

    Thoroughly enjoyed 3d-animated zweek. A very nice (and I'm sure time-expensive) addition to an otherwise very interesting and informative video.

  • @redtaileddolphin1875
    @redtaileddolphin1875 4 дні тому +10

    I have never known what bunny hopping is I have literally been waiting years for this video thank you

    • @redtaileddolphin1875
      @redtaileddolphin1875 4 дні тому +2

      Goddamn this is a good video, it’s exactly what I’ve wanted and I’m only 13 minutes in

  • @77RzR77
    @77RzR77 3 дні тому

    Holy shit this is so high effort, I've been stepping through 5:14 frame-by-frame and I think it's animated by hand. The attention to detail even for something this small is out of this world. 10/10 vid glasses man keep it up

  • @InkboundWhimsy
    @InkboundWhimsy 4 дні тому +3

    This is an incredible video. From someone that doesnt pay that much attention at speedrunning but still loves to hear about it, its so interesting to watch how runners feel about the different games

  • @nupe12363
    @nupe12363 3 дні тому +2

    Holy fuck, the production quality for such a small cahnnel. Props to you

  • @tccraig
    @tccraig 4 дні тому +4

    This video is fantastic; I love how thoroughly it breaks down every unique implementation. The animations also help communicate very effectively. Lastly, 20:36 It's nice to see somebody else has heard of Cobalt!

  • @rayseodium
    @rayseodium День тому +1

    Hey man, it was nice talking to u at the reunion.
    Everything I said still stands: I love your editing, your scripts are fantastic and your storytelling is great. Keep up the good work. I can see and feel the passion you put into these videos and I love your content.
    Keep doing, what you are doing. I hope only the best happens to you.
    R

  • @youraveragechroma2139
    @youraveragechroma2139 4 дні тому +6

    Disappears for a year... Comes back with multiple times the production value. You're peak Zweek, you're peak.

  • @paxenimzi
    @paxenimzi 3 дні тому

    i cannot stress how well made this video is holy moly… everything from the research to the presentation to the motion graphics to the 3d animation is PEAK DUDE

  • @taru3374
    @taru3374 4 дні тому +5

    Mistake noticed at13:20 ricochet isn't removed when you say "at least in the games you can't jump" because in ricochet you can't jump

  • @ehrenmann69
    @ehrenmann69 2 дні тому +1

    nice video I especially liked those small segments with your 3d character :D

  • @maxdmaxd-pc9se
    @maxdmaxd-pc9se 4 дні тому +3

    my brain have a hard time understanding but the arrows that shows velocity really helped. thx zweek. good to see your back

  • @rebane2001
    @rebane2001 4 дні тому +1

    this video is put together so well, love it!

  • @Iteration456-8_codename_goblin
    @Iteration456-8_codename_goblin 4 дні тому +3

    Turns out the coding class I was forced to take even though it doesn’t apply to my major actually taught me something useful
    Good video, cured my 3rd degree burns

  • @Nucle0tide
    @Nucle0tide 3 дні тому +1

    20:33 that VSauce moment totally got me. So perfect with that sound snippet, too. Nice video.

  • @Andybananas
    @Andybananas 4 дні тому +3

    if you ever plan on revisiting airstrafing for a video, i would highly recommend Warfork. Warfork has a nice mix of bunnyhopping and strafejumping where you can seamlessly swap between the two, and where bunnyhopping gives you lots of aircontrol but not as much speed, while strafejumping gives you an incredible amount of speed but with barely any aircontrol.

    • @mmmcola6067
      @mmmcola6067 2 дні тому

      my guess is that the Warfork devs just quite boldly assign buttons to specific Quake movement styles.
      For example, if one were to press WD or WA, then the sv_accelerate thing changes to 1.
      However, if one were to only press A or D, then sv_accelerate changes to 10.
      The weird strafing when only press W is probably because W uses its own movement code.
      I do not know if the code either tracks keyboard presses or angles (personally keeping track of angles is the most probable), but I do believe they follow the priniciples I have laid out here.
      I could be wrong, though. Anyone can correct this comment.

    • @mmmcola6067
      @mmmcola6067 2 дні тому

      Quick correction: Also, WD and WA's functions probably remove the VectorNormalize thing, too.

  • @renegadethesandwing02050
    @renegadethesandwing02050 4 дні тому +1

    this is the first video of yours I've ever seen and i love it, every joke is on point and I'm actually learning. 11/10 already subscribed

  • @tom-on
    @tom-on 3 дні тому +3

    6:45 As a C dev, this made me laugh way too hard

  • @HinkHall
    @HinkHall 4 дні тому +1

    I am forever jealous of people capable of comprehending code on this level, and having some form of speaking skills even if it’s just to a microphone. Amazing video this is the type of content I love most on UA-cam

  • @TeethSkylark
    @TeethSkylark 4 дні тому +3

    As PhantomArcade tweeted as a joke and then deleted, "$2,000,000? We call that a business meal."

  • @glutt0n0us
    @glutt0n0us 2 дні тому +1

    Hey dude, if you keep pumping out videos of this quality, this is gonna be your full-time job

  • @GermanMR
    @GermanMR 4 дні тому +3

    I love the experience of: who is this guy? why am I subscribed to him? [Watches video] So that is why, huh.

  • @BamBaeYoh
    @BamBaeYoh 3 дні тому +1

    i'm 1 minute and 55 seconds into this video and i am in love with the editing and animation.
    i've now finished this video. absolute peak.

  • @skeleton_craftGaming
    @skeleton_craftGaming 4 дні тому +11

    6:50 the normalized [localized] safe variadic wide printf function ( vswprintf) is perfectly named ... What would you have named it something silly like norm_sprintf_va? How much writing do you expect me to do?

    • @_DSch
      @_DSch День тому

      This much:
      The_normalized_Safe_variadic_Wide_printf_Function();

  • @lexihaiii
    @lexihaiii 4 дні тому +1

    ive been wanting to recreate sources character controller for a while now but ive been so intimidated by the concept of airstrafing, thank you for making this video!
    also this is some real quality content, explaining the (not-so) surprisingly complicated execution of "press left while look left, go left" in such depth, having it be *this* entertaining AND at times 3d animated? i have never subscribed faster in my life
    plus its under the hood source movement, how could i not be interested

  • @CashMayo
    @CashMayo 4 дні тому +3

    this is the game mechanic video documentation that the world has always needed, thank u zweej

  • @ndt_dynamite2247
    @ndt_dynamite2247 2 дні тому +1

    I subscribed within the first 60 seconds, this looks QUALITY, well done!

  • @raaaaaaaaaals
    @raaaaaaaaaals 2 дні тому +2

    14:37 Hey guys, DeSinc here.

  • @LotsOfS
    @LotsOfS 4 дні тому +2

    I've always wondered what the hell I was actually doing when bhopping in Portal 2. Knowing what causes the loss of control when going too fast, and learning that it is based on WORLD VECTORS, is a nice added bonus too. Great video.

  • @kkiil05
    @kkiil05 4 дні тому +6

    You know a video about game speedtech is good, when within a couple of hours the top comments are from world-class speedrunners

  • @dysonjb688
    @dysonjb688 4 дні тому

    just discovered this channel. i am genuinely obsessed with the animation and the movements so satisfying. hoping you get huge success in your future

  • @NewyyTV
    @NewyyTV 4 дні тому +3

    I’ve waited a whole entire year for air strafe let’s GOOOO❤❤❤❤

  • @MemeFall
    @MemeFall 4 дні тому +2

    No way! You finally released this!
    I remeber how hard you worked on all of those 3D animations on your streams!

  • @h4724-q6j
    @h4724-q6j 4 дні тому +5

    I know you made this with the full knowledge that you'd have to omit some things but I can't resist:
    Quake Champions (and Quake Live if you use some console variables) does have another form of air strafing that has air control like Quake 1, but also lets you gain speed in a straight line with approximately the same technique as Quake 3? It's very weird, I remember hearing it gives different amounts of speed depending on the direction keys. It originates in the CPMA mod for Quake 3, and I'm sure there are subtle differences even between the three mentioned.
    Doom 3 doesn't use the Quake 3 engine, it's its own engine that nonetheless has movement that works like Quake 3 (but with a _much_ lower basic running speed). Small nitpick though, and doesn't really change the point you making.
    Another niche but interesting variation is found in Wolfenstein: Enemy Territory, from Splash Damage, which uses the Quake 3 engine. They also attempted to fix the exploit with a really simple change - they just added a delay before you can jump again, so you wouldn't be able to avoid ground friction by jumping immediately, _except_ the delay starts when you first jump, not when you land. This means it doesn't apply if you're in the air for longer than usual, which functionally means that you can still strafe jump just like Quake 3, but only down-hill. Naturally, people have made trickjump maps that depend on this fact.

    • @TarenGarond
      @TarenGarond 4 дні тому +3

      CPMA movement have Q3/Q2 like air movement when diagonal keys are pressed.
      Pressing just side keys have movement similar to Q1/QW air movement.
      Forward and backward presses have Q3 air movement but adding another step after called "air control".
      The first step of the air control execution is to calculate the dotProduct of your velocity vector(but normalized to a length of 1) and your wishdir, throw that value into a variable called "dot".
      Then calculate "aircontrol*dot*dot*frametime", then add that to your velocity vector in the direction of your wishdir. (the "aircontrol" variable is just a constant for adjusting the amount of aircontrol)
      After that you scale your velocity vector back to be the length of what it was before the aircontrol shenanigans...
      In this way you can by pressing forward or back turn in the air(without changing the speed) while looking close to the direction you are moving(or in the opposite direction in case of going backwards).
      The "dot*dot"(cube of dot) in the calculation does so that you quickly lose turning power when looking in more extreme angles from the direction you are moving(Limiting camera turning speed for good turning).
      I like to think of it kinda like the slip angle of the front wheels of a car, you steer a little bit and the steering works fine but with higher angles understeering starts to occur...
      It is quite weird indeed!
      Edit : By the way the "regular Q3 movement" is also modified so when your "currentspeed" is less than 0(You slow down) you have higher acceleration, so you can slow down in the air faster than normal...

    • @mmmcola6067
      @mmmcola6067 2 дні тому +1

      ​@@TarenGarond so thats why i cant do that W air strafe technique in CPMA, thanks!

  • @YunginTV
    @YunginTV 4 дні тому

    “A silly little video” just that intro was hurting my brain😂 your editing is fire and your scene set up is dope and creative

  • @DrakePHOSE
    @DrakePHOSE 4 дні тому +16

    For any of y'all who are worried that movement in de and 2016 are boring cus airstraifing is simpler, I assure you, it is not lmao.
    Also, omg I've been waiting for zweekypoo to talk about doom eternal for a year and I loved all 4 minutes of it.

  • @yiwmsh4393
    @yiwmsh4393 4 дні тому

    This is so well made! I love your animation style, your oration, and your sense of humor. I look forward to more from you!

  • @theleoshowm3010
    @theleoshowm3010 4 дні тому +4

    4:10 3blue1brown??? hmmmmm

  • @FileTh1rt3en
    @FileTh1rt3en 4 дні тому

    Your animations are very clean and they have a ton of juice. It's impressive how much quality you got packed into this video.

  • @Cynidecia
    @Cynidecia 3 дні тому +3

    one of my fav mechanics in gaming.

  • @Wilker_uwu
    @Wilker_uwu 4 дні тому +2

    i am a creature of hardly grasping math. after playing around with Geogebra and countless other stuff in my gamedev journey, you game me the one visualization that finally made me understand what a dot product is. thank you.

  • @clipboard_guy
    @clipboard_guy 4 дні тому +3

    very swag indeed

  • @dgundz
    @dgundz 4 дні тому +1

    yaw this video is super well done , you did such a great job explaining the history of airstrafing and how does it function on each version this just good

  • @St2ele
    @St2ele 4 дні тому

    This is one of the best videos I’ve seen on the platform. I love the use of multi media, and great editing skills.
    Looking forward to your next one, Keep up the fantastic work zweek!

  • @sIippo
    @sIippo 3 дні тому

    Never seen this channel before. I did not expect you to show some actual code and explain it, this is a great find ! 37 minutes of purely informational content? count me in. subbed

  • @thetroiimaster
    @thetroiimaster 15 годин тому

    This dude is gold. Clean af animations, great breakdowns and explanations, and funnier jokes/references, like "Or do we?" (20:31) followed by Vsause reference. Like why have I never seen this guy?

  • @rileyteramura7552
    @rileyteramura7552 3 дні тому +1

    ur release schedule is dastardly, diabolical, and downright devious

  • @prosetheus
    @prosetheus 4 дні тому

    One of the best videos I've seen on gaming. This NEEDS to be in a video gaming museum, and taught in all intro to game design classes.

  • @sheriffoftiltover
    @sheriffoftiltover 2 дні тому

    This is the first video I've seen on this channel and it's fantastic.
    It gives Acerola combined with 3Blue1Brown.
    As a lifelong game programmer, it's really fantastic how you were able to translate code into easily understood visualizations and how you compare and contrast the different implementations of each engine to show the differences in user experience and game mechanical outcomes.
    Also did you mention at the end that you started this video two years ago? Holy shit, talk about dedication.
    I hope to see more content from you in the future.

  • @risingofgames
    @risingofgames 2 дні тому +1

    wishdir is one of my favorite variables and idek why. its so charming ang gives me chills anytime i see it

  • @iamsixsyllables9679
    @iamsixsyllables9679 4 дні тому

    holy balls, this is some sweet and smooth animation! I've known the general math and have a pretty good understanding of airstrafe for a long time, but I was blown away by the depth of knowledge in this video, very clear that a lot of time was put into it.
    I've surrounded my gameplay with quake and source movement for YEARS, and know too much that I shouldn't. It's such a vast world that I've spent probably over a 1000 hours across Quake 1/2, TF2, CS:S, and CS:GO. There's so much to do.

  • @PickyRaccoon-g4f
    @PickyRaccoon-g4f 2 дні тому

    Amazing video! The presentation, research, and direction is simply stunning! Your videos are always super engaging!
    Took me a while to wrap my head around all this highly technical stuff, but here's what I got from the video. Hopefully the notes are helpful (and not just misinfo):
    In Quake and many of its descendants, inputting a direction (through look direction and key inputs) while airborne will accelerate you in that direction unless you are already moving at or above the speed cap with respect to said direction. Airstrafing is deliberately angling your input direction so your speed relative to that direction falls a certain amount below the speed cap to allow for acceleration that increases your overall speed.
    The optimal balance between that gap in speed and forward angling of acceleration can change drastically depending on your actual speed, the speed cap, and the acceleration cap. For example, a lower (per frame) acceleration cap due to high frame rate or game design lowers the speed gap’s maximum benefit, causing the benefit of forward angling to become more prominent.
    By maintaining this airstrafe angle relative to your ever-changing travel direction, you continuously gain speed despite being above the speed cap - until it no longer outpaces sources of acceleration loss.
    (edited to correct vagueness)

  • @davidwright8094
    @davidwright8094 3 дні тому

    Absolutely incredible video. Great info, great pacing, great humor, and the production quality is off the charts

  • @ThefamousMrcroissant
    @ThefamousMrcroissant 2 дні тому

    Insane production quality. There is another video I saw a couple of years ago that explains this exact same thing, also by looking at the sourcecode.

  • @LordFluffy
    @LordFluffy 4 дні тому +2

    banger video i understood about 40% of it so i'll rewatch it 2 more times to get the other 60%

  • @Einparkprofi
    @Einparkprofi 3 дні тому

    Hill yeah this was awesome! Loved the deep dive into why strafing even works, and the different renditions of it throughout some games :)
    Also all those comedy bits, sometimes even imitating other UA-camrs were really funny
    It was a joy getting to experience this vid

  • @t0t0
    @t0t0 2 дні тому +2

    This video is fucking phenomenal.

  • @Benetheburrito
    @Benetheburrito 4 дні тому

    Great explanation! Its super clear you put a lot of effort into the small details of this video and I wanted to let you know that its appreciated.

  • @theooooot9469
    @theooooot9469 4 дні тому

    Zweek you really do make some of the highest quality content on this platform. Great visuals, great explanation. Love all the effort you put into these relatively niche topics.

  • @tsetsio
    @tsetsio 3 дні тому

    It's amazing that still like 30 years later people are wondering about the movement mechanics in quake. Well done!

  • @crossway18
    @crossway18 4 дні тому

    It took this man 1 yr of death of come back with this banger, love the animations dude looks so sick!!!

  • @coderKillo
    @coderKillo День тому

    Awesome video. I am always fascinated by the tech behind such "tricks". please more!

  • @SilphBoss
    @SilphBoss 4 дні тому

    wow man fantastic video, the visualizations, the editing, crazy good

  • @SlavicEgg
    @SlavicEgg 4 дні тому

    For 4 thousand years we have waited, and this bro finaly made a banger. with animation parts too, crazy.

  • @Sway___SD
    @Sway___SD 4 дні тому +2

    my day has been made and my excitement is unmeasurable

  • @statxs
    @statxs День тому

    the character talking and the animations make this video so good. edit: you put my sims agents music def subbing nnow

  • @LostTerminalVideos
    @LostTerminalVideos 2 дні тому

    The production quality on this video is INSANE! Good work!