If I had to guess it was Notch's love of quake and other games with bunny hopping. I don't think he knew how to organically add that, so he just added a flat boost when sprint jumping
I know he was a _huge_ TF2 Fan, people votekicked him for being an "impersonator" so much the Devs even gave him a special cosmetic, "The Top Notch" which was a cardboard box painted to resemble his blocky, orange-bearded pfp of the time. I also recall him maining soldier, a slower character who benefits from BHopping. Furthermore, Minecraft's sprint-jumps behave very similarly to TF2's Bhops, with it being a small boost beyond the normal speed cap (TF2 Devs hard-coded a bhop limit)
@@leonardo9259 In TF2, bhopping actually does make you 20% faster if done properly, which means the 20% intended boost in speed from sprint jumping may or may not be a coincidence. To get good bhops, you should bind your scroll wheel to +jump and use keyboard numbers for switching weapons (its not too bad in TF2 where there are only a max of 5 selectable weapons, which is Engineer's destruction PDA)
Notch implemented the sprint-jump boost to emulate one of his favorite movement mechanics, the BHop. Notch was/is a huge fan of TF2, maining Soldier I believe. In TF2, each character has a limited movement speed cap when grounded, but they were allowed to accelerate _beyond_ this limit while airborne. Perfectly timed jump inputs would cause the character to maintain and build momentum by skipping the grounded check, though the Devs hard capped this for balance. Notch decided to emulate this bhopping mechanic and the rest was history.
Nice video! Small correction though is that half angles aren't what give the 2% speed boost. Holding W+Strafe is a 2% speed boost by default, so facing 45 maxes out the speed vector. Half angles are when due to the limited angles, facing slightly away from 45 results in a higher speed. (facing 45.016 is a tiny bit stronger than just facing 45 for example)
06:26 As someone from the Minecraft Parkour Community, I wanna be more precise about something here. Other comments already explained well what fast math on and half angles allow, and we know it's not realistic a situation. However, jumping straight and instantly flicking to 45 degres and repeating that for each jump is the optimal and "easy" way to move fast without speed (without fast math on or any manipulation). It's kinda like sprint-jumping but 2% faster. The issue is that it's hard to master and do on repeat, so you can forget about this in a real situations. I wanted to talk about it because a lot of distance jumps are using this mechanic for neirdy players like me in this small community and I feel that it brings a better conclusion to your explanations.
@@electricportals3644 About 26 seconds into the video you're commenting on. Checking the wiki itself the main page was last edited in september of 2022 and the history goes back to 2020. It's not unreasonable to assume that a lot of this information was scattered around for a long time on forums and the like before being consolidated into a wiki, anyway.
My theory why they added the bonus speed when jumping is because notch was probably a fan of cs bunny hopping and he wanted that to his game but because the bug wasn't native to the engine that he uses he just decided to code it manually
Actually, it was TF2's Bhopping that inspired it, since TF2's Bhopping behaves nearly 1:1 with Minecraft's Source: I have played nearly 2000hs of TF2 and have been playing Minecraft since 2013
Actually, in games, friction is used to slow you down so you don't have infinite speed (though you could just have a speed cap), and/or to give you gradual acceleration and deceleration. In games, movement is usually a force applied to you, rather than what we do in real life, which is to apply force to the ground to push ourselves forward. In Quake, you actually get faster by jumping because you have less ground friction while jumping, so you maintain more speed.
@@OlivedeSchweden I'm neither, I mean I like math, but I'm trash at it and can't be bothered to learn it with all my other hobbies. Yeah I'm also not a Minecraft addict, but well... I'm here, watching all those videos while being high, love this content.
hey, nice video :) I’m part of the parkour community that uses these formulas pretty often and it’s cool that the wiki one of us created got attention outside of our community. Even though you confused half angles with the 45 strafe boost (as some other commenters explained) most of it was reasonably accurate so nice work. Just a small clarification, the reason for 45 strafing not working while sprint jumping is more accurately explained by the 0.2 jump acceleration and the regular acceleration being most effective when they’re pointed in the same direction, so it’s better to face straight and take the 2% speed reduction than to have the 0.2 boost be super nerfed by not being aligned with the direction you’re trying to go. Also some of the things you were confused by like 45 sneaking being 41% faster instead of 2% are just due to odd quirks from the code being poorly written, even in the parkour community people don’t usually know (or care) exactly why those things happen
yea that’d make sense, angled sprintjump only accelerates by 0.27ish on the jump tick compared by 0.33ish for straight sprintjump because of the sprintjump boost being so much less effective
I know it was mentioned already but half angles arent the reason 45s work. The game just multiplies your speed by .98 if you arent strafing for some reason. (So 45s are actually 100/98 faster, not 98/100. Granted thats still like ~2.041%). Also the fast math half angles you showed also take advantage of the fact that your yaw isnt bounded. When you turn millions of degrees the floating point issues become much worse exacerbating the differences
You mentioned crouching at the end, and I just wanted to mention that because of this, crouching diagonally with speed 2 allows you to move at essentially the perfect speed for building a 2 block tall wall below you by just holding right click (placing 5 blocks per second, moving 2.5 blocks per second). By facing at the perfect angle, you can now build a wall by just holding w, d, shift, and some rebound button for placing, without moving the mouse. Note that when moving freely, you move slightly faster than the required 2.5 blocks per second, but by standing on the blocks you place, you hit the edge and stop briefly each cycle, slowing you to the perfect speed. This is very useful for quickly building tall walls with almost no effort, or indeed for placing solid volumes of blocks that would otherwise involve a lot of thought.
I already bridged at a 45 degree angle just because it makes the side surface visible sooner and larger so it's easier to hit consistenly without breaking momentum
Instead of using the sign function for "ifs" you can use the actual "if" statement desmos has, it looks like this: {condition: ifTrue, ifFalse}, for example {mod(x,12) = 0: 69, -20}
I haven't seen any other comments clarifying this yet, but optifine fast math does *not* make the floating point imprecision even higher. it makes the imprecision from the _sin/cos functions_ higher (by using a smaller lookup table for the amount of values in it) other than that thing I noticed, very good video
My guess is that the reason jumping gives a horizontal boost is because notch was a big fan of quake and probably half life, and correct me if I’m wrong but I believe those games also give a horizontal boost when jumping.
Close, it was inspired by TF2, a game Notch played so much the developers even gave him a custom cosmetic. In TF2, Bunny-hopping would maintain a relative bonus to your movement speed, often negligible unless playing especially slower characters (Soldier or Heavy), it just so happens Notch was a Soldier main and thus became aware of the skill. The formulas for movement speed are honestly pretty similar, with Notch's sprint-jumping boost being a dumbed-down version of TF2's airborne momentum logic. Source: I've got nearly 2000hs experience in TF2, been playing Minecraft since 2013 and have seen the decompiled code for both games before.
I always wondered what made Minecraft’s movement feel really good for parkour compared to every other game but this really puts it into perspective. Never knew the formulas were so in depth
i love seeing mojang, a respectably large company, with the backing of microsoft, one of the largest companies ever, developing the most played game in existence, that has existed for more than a decade, still making the same rookie mistakes as me in programming I'm loving your latest videos btw, programming, games, math and physics are my favorite things ever and you explain these very interesting topics really well and in a very entertaining way :3
0:22 IDK, and the side moving can actually be better! When you are crawling, the speed increase is EVEN BETTER comparable to the increase of sprint jumping! This is SO USEFUL for strip mining, because one block tunneling is now faster! Its's game changing!
6:20 It makes you slower to sprint jump at 45 degrees, but is there a constant angle to hold where the sprint jump boost and angle run boost make you faster than just running and jumping straight?
yo someone who remembers forwards speed and sideways speed are different in this game. honestly do love diagnol bridging, it's not nearly as fast as speed bridging but its a good way to avoid carpel tunnel while staying competitive lol
I remember parkour maps were popular even back in the day before sprinting was added. I wonder if the devs added the sprint jump boost specifically to encourage more interesting parkour maps.
At 2:00 you say having 1/Friction implies that at higher friction you would gain speed, but it implies the opposite it works as intended, as friction increases the value of 0.6/friction decreases
4:19 You have to use the harmonic mean to find average speed, not the arithmetic mean. I haven’t tried this myself but that should probably give the correct boost of 26%.
Also, what I discovered is that when sprint jumping while crouched facing 45° angle using leggings with Swift Sneak 3, you are actually jumping almost like regular sprint jump, just a bit slower. This 42% also apply when lying on the ground, so you can combine running and 45° to be much faster than regular
0:27 its kind of common sense i guess (idk). Im not saying this is the correct or actual, but this is just how i view it. When you're facing at an angle you're hitboxed is kind of mixed, as in you're not techincally walking in a straight line, and i guess if you apply the pythagoras theorem where the hypotenus is longer than the adjacent and opposite, you can sort of guess that the hitbox is not aligned properly, meaning its probably moving oppisite then adjacent, so ig it forms a hypotenus. Idk its just a deduction.
I'm assuming crouching at a 45* angle is so much faster because instead of doing trig to slow you down when at an angle, they just put an innate speed cap (and the speed cap is probably a tiny bit too high because they did something like have the speed cap be 1.5 instead of 1.498 or smth) and so when you're crouching you just can't reach the speed cap
Its because in their code, they check if the "input distance" is < than 1.0 and sets it to 1.0 (for no reason at all). It breaks the whole normalisation part of the code. In the case of shifting, it doesn't get normalized at all, but in the case of normal strafing without shift, it gets normalized ONLY when strafing, which turns out to barely beat no strafe.
with regards to the angle imprecision something similar happens in DOOM where facing around fa 50 degree angle while running makes you significantly faster. I
this is also why good minecraft tassers (rip lotas) will stop going at 45 for 1 or 2 frames when touching the ground and jumping again. ofc that is when you want to make extremly optimized runs.
(your discord checkmark react to confirm thing doesnt work so im asking here) Hey, if theoretically speed 2 gave a 30% speed boost, would it be faster to sprint or sprint jump to maximize speed? You mentioned the 26% speed bonus when sprint jumping so I am curious.
i finally can mathematically explain to all of my 1.8 friends why jump resetting is the best way to reduce kb. just whip out my trigonometrical equations and boom success. the whole world is won over.
I believe they added a jump boost because it feels good. It's odd if you press w and jump and you jump like .1 of a block because you have no inertia. Adding a boost makes your jump, jump. Even when standing still. So it's for game feel and responsiveness.
They could've added a check to see if someone is already at or near max movement speed. Or just clamp the speed. But I guess they decided it wasn't a bug but a mechanic, a bit more food, a bit more speed. As you do, bugs can turn out to be great mechanics.
I thought that it was due to gravity accelerating you down and forwards, because of how gravity in Minecraft is 2.9x stronger than RL. There was also a video where someone used jump boost II and also increased gravity, which made him much faster. Normally when you have jump boost you're faster if you don't jump, because of how long it takes for gravity to bring you back down.
Great video! But there was some innacuracies for the 45 strafe part (which is understandable, its complicated for no reason (🍝code)). 5:28 The 2^16 angles is not the cause of the speed boost for 45s. The issue comes from a single line in the code that you can see in MCPK wiki in "45 strafe". While calculating the movement of the player, the code checks (for some reason) if the distance is < than 1.0, if so, sets it to 1.0 for the rest of the calculation (probably to avoid divisions by 0 or something, even tho they already do that before). This has the effect of interfeering with the normalization of the speed. In the case of sprinting forward, it slows it down slightly, while 45 strafing is > 1.0, which means it gets normalized as expected but is still SLIGHTLY faster than forward. 6:26 The reason that this is faster is because it abuses the sin and cos function of minecraft's code by inputing extremely large values (94,373,055°) with the smaller sin-cos table given by fast math (table goes from 65,536 to 4,096 values), which causes some large errors from floating point unprecision. You can still get a boost without fast math, but is a lot less extreme (5,898,195°). 7:58 Same thing as my first point, but in both cases the distance is set to 1.0 for no apparent reason, so the forward and sideways speed is not normalized correctly, resulting in the x√2 speed increase. The reason that this is such a higher speed increase than sprinting is because the code is messing up normalization in both cases when shifting, but only messing up sprinting forward, not sprinting diagonally. Rest of the video was very accurate however! If I had to resume what I know: If you're a normal player, fastest is sprint jumping. If you're good at 45 strafing, then sprint jumping forward and turning 45° mid air is the fastest (then back to 0° each time you land). If you're a TAS, then sprint jumping forward and turning 5,898,195° (or 94,373,055° with Optifine Fast Math) mid air is the fastest.
iirc sprint jumping + trap doors + speed 2 is faster than speed 2 sprinting because you are minimizing the time in the air but still getting the jump boosts
I can tell you why nobody talks about them: most people that realy care about it and could use it in any way already know it, and the sprint jumping is something so universaly known that it's a habit
@@HeppeGaming if you start sprintjumping and midair start hold crouch, as long as you keep the sprintjumpcrouch up you are just as fast as normal sprintjump - at least thats what it feelsnlike to me ive been using this to escape from the warden
Yesterday I realised if u sprint jump then sneak at a 45 degree angle with speed 2 beacon ull go faster than sprinting forward with speed 2 beacon and as fast as sprint at a 45 degree angle with speed 2 beacon, PLS SOMEONE EXPLAIN THIS TO MEE
@@HeppeGaming ...swift sneak 3 + speed 2 + going forward and left/ right at the same time = sprint + speed 2 + going forward and left/ right at the same time for some reason.
Dude I haven't seen your channel in months, I rember the skywars shorts, the last long form was probably the song you made lol, I think it was for 1k subs. Also... aRe YoU pOlIsH???¿?¿ 🙀🙀🙀
i literally watched this video to procrastinate on my physics assignment but nevermind.
same
Meanwhile me watching right after finishing my physics assignment: 😎
same
Me too. I hate that now physics doesn't have numbers and the result it's a long ass expression that i have no idea if it's the result or not
what were you expecting bro 😭
"My favorite programming language is math"
Absolutely based take
there are mathmatical formulas for next prime numbers. They have bad time complexity, but still
Programming is applied math
@@uis246 yeah... That was my point...
SHUT UP! @@Bruno_Swag
Lambda calc fans be like
(Btw I am a mathematician but no one can make me write pure functional paradigm. No one)
If I had to guess it was Notch's love of quake and other games with bunny hopping. I don't think he knew how to organically add that, so he just added a flat boost when sprint jumping
I know he was a _huge_ TF2 Fan, people votekicked him for being an "impersonator" so much the Devs even gave him a special cosmetic, "The Top Notch" which was a cardboard box painted to resemble his blocky, orange-bearded pfp of the time. I also recall him maining soldier, a slower character who benefits from BHopping. Furthermore, Minecraft's sprint-jumps behave very similarly to TF2's Bhops, with it being a small boost beyond the normal speed cap (TF2 Devs hard-coded a bhop limit)
That actually makes a lot of sense.
Damn that's crazy, TF2 has little if anything to do with bhopping so idk why bring it up lol@@commodorex
@@leonardo9259 In TF2, bhopping actually does make you 20% faster if done properly, which means the 20% intended boost in speed from sprint jumping may or may not be a coincidence. To get good bhops, you should bind your scroll wheel to +jump and use keyboard numbers for switching weapons (its not too bad in TF2 where there are only a max of 5 selectable weapons, which is Engineer's destruction PDA)
I remeber notch not knowing about the fact that sprint jumping increased speed. He made a video with Dream back in 2020 and was surprised by the idea.
Notch implemented the sprint-jump boost to emulate one of his favorite movement mechanics, the BHop. Notch was/is a huge fan of TF2, maining Soldier I believe. In TF2, each character has a limited movement speed cap when grounded, but they were allowed to accelerate _beyond_ this limit while airborne. Perfectly timed jump inputs would cause the character to maintain and build momentum by skipping the grounded check, though the Devs hard capped this for balance. Notch decided to emulate this bhopping mechanic and the rest was history.
Now I can ask a fellow minecrafter what Notch mains on TF2 and confuse them on multiple levels
Giorno Giovanna is not only an Italian mafia boss but also a very good mathematician who definitely can also speak Polish
Nice video! Small correction though is that half angles aren't what give the 2% speed boost. Holding W+Strafe is a 2% speed boost by default, so facing 45 maxes out the speed vector. Half angles are when due to the limited angles, facing slightly away from 45 results in a higher speed. (facing 45.016 is a tiny bit stronger than just facing 45 for example)
My bad
06:26 As someone from the Minecraft Parkour Community, I wanna be more precise about something here. Other comments already explained well what fast math on and half angles allow, and we know it's not realistic a situation.
However, jumping straight and instantly flicking to 45 degres and repeating that for each jump is the optimal and "easy" way to move fast without speed (without fast math on or any manipulation). It's kinda like sprint-jumping but 2% faster. The issue is that it's hard to master and do on repeat, so you can forget about this in a real situations.
I wanted to talk about it because a lot of distance jumps are using this mechanic for neirdy players like me in this small community and I feel that it brings a better conclusion to your explanations.
just smoked the race at my local function after watching this, thanks cheppe 🔥🔥
Yea? Which race?
@@HeppeGaming 13%, responsible for 50% of the crimes
Lmao
Ayo
White people?
thank you Giorno Giovanna, that was a very detailed explanation
If you sprint forward and walk back while not facing a cardinal direction, you can actually move sideways
I was just trying to get leaderboards in parkour. I had to look into it.
The parkour community has been looking into Minecraft's movement for years man 😭this video only scratches the surface.
@@BenTMCB I wasn't aware of this community before. They are more secluded in comparison to most communities
@@electricportals3644 About 26 seconds into the video you're commenting on. Checking the wiki itself the main page was last edited in september of 2022 and the history goes back to 2020. It's not unreasonable to assume that a lot of this information was scattered around for a long time on forums and the like before being consolidated into a wiki, anyway.
@@electricportals3644 ..What? I'm in the parkour community?
I already read the mcpk wiki 100 times so I knew everything
the video must have been boring for you
What is meaning of life
@@HeppeGaming no, I liked seing you trying to explain the mechanics
What is meaning of life
"Gordon doesn't need to hear this. He's a professional" XD
My theory why they added the bonus speed when jumping is because notch was probably a fan of cs bunny hopping and he wanted that to his game but because the bug wasn't native to the engine that he uses he just decided to code it manually
Actually, it was TF2's Bhopping that inspired it, since TF2's Bhopping behaves nearly 1:1 with Minecraft's
Source: I have played nearly 2000hs of TF2 and have been playing Minecraft since 2013
Actually, in games, friction is used to slow you down so you don't have infinite speed (though you could just have a speed cap), and/or to give you gradual acceleration and deceleration.
In games, movement is usually a force applied to you, rather than what we do in real life, which is to apply force to the ground to push ourselves forward.
In Quake, you actually get faster by jumping because you have less ground friction while jumping, so you maintain more speed.
this channel is great i literally discovered it yesterday and watched almost all the videos
as a math nerd and minecraft addict i should say
@@OlivedeSchweden I'm neither, I mean I like math, but I'm trash at it and can't be bothered to learn it with all my other hobbies. Yeah I'm also not a Minecraft addict, but well... I'm here, watching all those videos while being high, love this content.
This was such a fun video. Combining math and Minecraft is always fun
Well, do I have a youtube channel for you
hey, nice video :) I’m part of the parkour community that uses these formulas pretty often and it’s cool that the wiki one of us created got attention outside of our community. Even though you confused half angles with the 45 strafe boost (as some other commenters explained) most of it was reasonably accurate so nice work. Just a small clarification, the reason for 45 strafing not working while sprint jumping is more accurately explained by the 0.2 jump acceleration and the regular acceleration being most effective when they’re pointed in the same direction, so it’s better to face straight and take the 2% speed reduction than to have the 0.2 boost be super nerfed by not being aligned with the direction you’re trying to go. Also some of the things you were confused by like 45 sneaking being 41% faster instead of 2% are just due to odd quirks from the code being poorly written, even in the parkour community people don’t usually know (or care) exactly why those things happen
I did a lot of testing for sprint-jumping at an angle and it was actually slower than sprint jumping at 0 degree angle
yea that’d make sense, angled sprintjump only accelerates by 0.27ish on the jump tick compared by 0.33ish for straight sprintjump because of the sprintjump boost being so much less effective
pkc took only 2 days to find this video insane
I know it was mentioned already but half angles arent the reason 45s work. The game just multiplies your speed by .98 if you arent strafing for some reason. (So 45s are actually 100/98 faster, not 98/100. Granted thats still like ~2.041%).
Also the fast math half angles you showed also take advantage of the fact that your yaw isnt bounded. When you turn millions of degrees the floating point issues become much worse exacerbating the differences
I know
You mentioned crouching at the end, and I just wanted to mention that because of this, crouching diagonally with speed 2 allows you to move at essentially the perfect speed for building a 2 block tall wall below you by just holding right click (placing 5 blocks per second, moving 2.5 blocks per second). By facing at the perfect angle, you can now build a wall by just holding w, d, shift, and some rebound button for placing, without moving the mouse. Note that when moving freely, you move slightly faster than the required 2.5 blocks per second, but by standing on the blocks you place, you hit the edge and stop briefly each cycle, slowing you to the perfect speed. This is very useful for quickly building tall walls with almost no effort, or indeed for placing solid volumes of blocks that would otherwise involve a lot of thought.
I already bridged at a 45 degree angle just because it makes the side surface visible sooner and larger so it's easier to hit consistenly without breaking momentum
bro just formulated all mechanics field on minecraft so he could miss the parkour jumps with knowledge
It's nice to know there are other people who use math to optimize video games.
Instead of using the sign function for "ifs" you can use the actual "if" statement desmos has, it looks like this: {condition: ifTrue, ifFalse}, for example {mod(x,12) = 0: 69, -20}
this works both for terms like y = 1 + {...} and for function ranges like y = x {x > 0} where it would limit the valid arguments to the function
I haven't seen any other comments clarifying this yet, but optifine fast math does *not* make the floating point imprecision even higher.
it makes the imprecision from the _sin/cos functions_ higher (by using a smaller lookup table for the amount of values in it)
other than that thing I noticed, very good video
"He dropped a gallon of acid. A literal gallon... out of a milk jug. I don't even know where he got it, he never leaves the lookout..."
My guess is that the reason jumping gives a horizontal boost is because notch was a big fan of quake and probably half life, and correct me if I’m wrong but I believe those games also give a horizontal boost when jumping.
Close, it was inspired by TF2, a game Notch played so much the developers even gave him a custom cosmetic. In TF2, Bunny-hopping would maintain a relative bonus to your movement speed, often negligible unless playing especially slower characters (Soldier or Heavy), it just so happens Notch was a Soldier main and thus became aware of the skill.
The formulas for movement speed are honestly pretty similar, with Notch's sprint-jumping boost being a dumbed-down version of TF2's airborne momentum logic.
Source: I've got nearly 2000hs experience in TF2, been playing Minecraft since 2013 and have seen the decompiled code for both games before.
Really cool voice bro. Nicely collected information. Sweet editing. Thank you for your time and for this masterpiece!
I always wondered what made Minecraft’s movement feel really good for parkour compared to every other game but this really puts it into perspective. Never knew the formulas were so in depth
you remind me of ElectroBOOM, not just the voice but the humor too
keep it up man
Finally somebodys talking about Minecraft physics
Came for the Minecraft, stayed for the math.
Genuinely very informative, subbed!
Welcome aboard!
I love how this is the Minecraft electroboom.
New subscriber,I like you videos ngl
i love seeing mojang, a respectably large company, with the backing of microsoft, one of the largest companies ever, developing the most played game in existence, that has existed for more than a decade, still making the same rookie mistakes as me in programming
I'm loving your latest videos btw, programming, games, math and physics are my favorite things ever and you explain these very interesting topics really well and in a very entertaining way :3
im in love with this channel
-Hey what's your favorite programming language?
-Advanced Calculus
*proceeds to talk in math*
0:22 IDK, and the side moving can actually be better! When you are crawling, the speed increase is EVEN BETTER comparable to the increase of sprint jumping! This is SO USEFUL for strip mining, because one block tunneling is now faster! Its's game changing!
Good point, I completely forgot about the crawling mode
@@HeppeGaming Swimming (probably) has very similar working to crawling and you can go fast with 45 degree trick + swimming + holding up
6:20 It makes you slower to sprint jump at 45 degrees, but is there a constant angle to hold where the sprint jump boost and angle run boost make you faster than just running and jumping straight?
Sprint jumping forward is the fastest, I made some comparisons in the sprint backwards video
@@HeppeGaming Ok. Thanks
4:00 why not just use an if statement though? desmos has those in the form of { cond : val , cond : val , default } syntax
yo someone who remembers forwards speed and sideways speed are different in this game.
honestly do love diagnol bridging, it's not nearly as fast as speed bridging but its a good way to avoid carpel tunnel while staying competitive lol
I remember parkour maps were popular even back in the day before sprinting was added. I wonder if the devs added the sprint jump boost specifically to encourage more interesting parkour maps.
This is some quality content. I learned something today!
I am already making the next video
How about crouching with Swift Sneak?
At 2:00 you say having 1/Friction implies that at higher friction you would gain speed, but it implies the opposite it works as intended, as friction increases the value of 0.6/friction decreases
Kids in school going "finally, a real use for math!"
FYI Squircle is an actual well defined shape. Samsung actually uses it for their app icons
4:19 You have to use the harmonic mean to find average speed, not the arithmetic mean. I haven’t tried this myself but that should probably give the correct boost of 26%.
If the x axis was distance, then you'd be correct but since the x axis is time, the arithmetic mean is correct.
Also, what I discovered is that when sprint jumping while crouched facing 45° angle using leggings with Swift Sneak 3, you are actually jumping almost like regular sprint jump, just a bit slower. This 42% also apply when lying on the ground, so you can combine running and 45° to be much faster than regular
0:27 its kind of common sense i guess (idk). Im not saying this is the correct or actual, but this is just how i view it. When you're facing at an angle you're hitboxed is kind of mixed, as in you're not techincally walking in a straight line, and i guess if you apply the pythagoras theorem where the hypotenus is longer than the adjacent and opposite, you can sort of guess that the hitbox is not aligned properly, meaning its probably moving oppisite then adjacent, so ig it forms a hypotenus. Idk its just a deduction.
You know what is the best way to travel?
GERMAN ENGIENEEEING, THE WORLD’S FINEST
Yt giving this to me while I'm putting off my dynamics hw is peak trolling
FINALLY SOMEONE ACKNOWLEDGING THE DIAGONAL SPEED TRICK
this guy is a genius
I'm a mathmagician
@@HeppeGamingThe first(and the last)
Huh, so that's why it's faster to move at an angle when crouching. It's something I've always done but never really knew why.
I'm assuming crouching at a 45* angle is so much faster because instead of doing trig to slow you down when at an angle, they just put an innate speed cap (and the speed cap is probably a tiny bit too high because they did something like have the speed cap be 1.5 instead of 1.498 or smth) and so when you're crouching you just can't reach the speed cap
I don't think there are any speed caps in Minecraft. That would make speed effects not work as well as many other sources of acceleration
Its because in their code, they check if the "input distance" is < than 1.0 and sets it to 1.0 (for no reason at all). It breaks the whole normalisation part of the code. In the case of shifting, it doesn't get normalized at all, but in the case of normal strafing without shift, it gets normalized ONLY when strafing, which turns out to barely beat no strafe.
with regards to the angle imprecision something similar happens in DOOM where facing around fa 50 degree angle while running makes you significantly faster. I
This has been know for quite a long time in the 1.8 PvP community (at least the sprinting at a 45-degree angle)
this is also why good minecraft tassers (rip lotas) will stop going at 45 for 1 or 2 frames when touching the ground and jumping again. ofc that is when you want to make extremly optimized runs.
(your discord checkmark react to confirm thing doesnt work so im asking here)
Hey, if theoretically speed 2 gave a 30% speed boost, would it be faster to sprint or sprint jump to maximize speed? You mentioned the 26% speed bonus when sprint jumping so I am curious.
sprint-jumping, I input those to my desmos and apparently the 26% + speed > 30%
@HeppeGaming Isn't any speed over level 2 faster to not jump?
What about gain speed telly? Why does it go faster then speed telly
i finally can mathematically explain to all of my 1.8 friends why jump resetting is the best way to reduce kb. just whip out my trigonometrical equations and boom success. the whole world is won over.
4:08 this is literally so true. I be putting way to much time in desmos
Math IS a programming language. There are people who made formulas for next prime numbers.
I believe they added a jump boost because it feels good. It's odd if you press w and jump and you jump like .1 of a block because you have no inertia.
Adding a boost makes your jump, jump. Even when standing still. So it's for game feel and responsiveness.
They could've added a check to see if someone is already at or near max movement speed. Or just clamp the speed.
But I guess they decided it wasn't a bug but a mechanic, a bit more food, a bit more speed.
As you do, bugs can turn out to be great mechanics.
Tyson Gay after realizing he could just run at a 45 degree angle to beat Usain Bolt
I thought that it was due to gravity accelerating you down and forwards, because of how gravity in Minecraft is 2.9x stronger than RL.
There was also a video where someone used jump boost II and also increased gravity, which made him much faster. Normally when you have jump boost you're faster if you don't jump, because of how long it takes for gravity to bring you back down.
Jedyny film ktory obejrzal bym na matmie i czegos bym sie nauczyl
Great video! But there was some innacuracies for the 45 strafe part (which is understandable, its complicated for no reason (🍝code)).
5:28 The 2^16 angles is not the cause of the speed boost for 45s. The issue comes from a single line in the code that you can see in MCPK wiki in "45 strafe". While calculating the movement of the player, the code checks (for some reason) if the distance is < than 1.0, if so, sets it to 1.0 for the rest of the calculation (probably to avoid divisions by 0 or something, even tho they already do that before). This has the effect of interfeering with the normalization of the speed. In the case of sprinting forward, it slows it down slightly, while 45 strafing is > 1.0, which means it gets normalized as expected but is still SLIGHTLY faster than forward.
6:26 The reason that this is faster is because it abuses the sin and cos function of minecraft's code by inputing extremely large values (94,373,055°) with the smaller sin-cos table given by fast math (table goes from 65,536 to 4,096 values), which causes some large errors from floating point unprecision. You can still get a boost without fast math, but is a lot less extreme (5,898,195°).
7:58 Same thing as my first point, but in both cases the distance is set to 1.0 for no apparent reason, so the forward and sideways speed is not normalized correctly, resulting in the x√2 speed increase. The reason that this is such a higher speed increase than sprinting is because the code is messing up normalization in both cases when shifting, but only messing up sprinting forward, not sprinting diagonally.
Rest of the video was very accurate however! If I had to resume what I know:
If you're a normal player, fastest is sprint jumping.
If you're good at 45 strafing, then sprint jumping forward and turning 45° mid air is the fastest (then back to 0° each time you land).
If you're a TAS, then sprint jumping forward and turning 5,898,195° (or 94,373,055° with Optifine Fast Math) mid air is the fastest.
k
np
Yeah, i knew that 45° one. but this is really how sprint jumping makes you faster? thats crazy
iirc sprint jumping + trap doors + speed 2 is faster than speed 2 sprinting because you are minimizing the time in the air but still getting the jump boosts
fellow jjba enjoyer
YES! I AM
I heard you are Polish from the 0:00 second and when you were using Kalkulator, I was then 100% sure, because your os is in Polish.
Cool vid!
So the 45 degree angle also works on horses, swimming, boats, minecarts and everything else that you can out in motion?
yes on horses and minecarts, haven't tested the rest
thought the 45 degree speed boost was common knowledge
Sprint jumping should also take less hunger than regular sprinting ironically
Despite what it may seem, sprint jumping is much more exhaustive
I can tell you why nobody talks about them: most people that realy care about it and could use it in any way already know it, and the sprint jumping is something so universaly known that it's a habit
Crazy background gameplay
I actually got the 9th spot on the daily leaderboards
what about sprint-strafe-jumping
6:21 the best part of this is that squircles really exist and they come from the 'trigonometry' of squares!
Using sin table is probably slower than calculating it with modern cpus.
You should do second part about jump spamming
I love how ridiculously complicated Minecraft's movement system is
is just what programming games looks like
minecraft has the most polished movement in any game imo
@@mibersslol
@@mibersssodium and opfine:😂😂😂
I learned that walking in 45 degree is faster than walking normally in tabs
subscribing to your like button and videoing your channel failed, I accidently summoned a lemon
how does this impact sprintjumping with swiftsneak while crouching?
do you get the square from the crouch while getting the speed from sprintjumping?
the speed from the sprint-jump only applies when you're simultanously sprinting and jumping. You can't be crouching and sprinting at the same time.
@@HeppeGaming if you start sprintjumping and midair start hold crouch, as long as you keep the sprintjumpcrouch up you are just as fast as normal sprintjump - at least thats what it feelsnlike to me
ive been using this to escape from the warden
OHH so thats why the angle gets messed up when sprintjumping at a 45º angle
yea, it's actually 33º
Dude nice video but.. 6 block jump is it possible 😳
kinda ua-cam.com/video/as041WOiSUU/v-deo.html
I hate maths. Thats why I am gonna study mechanical engineering. God be with me please, I am literally nothing without you.
Why, Notch? Why did you have to make movement so complicated in this game?
Hey man, just wanted to ask what nationality are you, cause your accent sounds very similar to a polish accent
I'm Polish
@@HeppeGaming polska gurom, zajebisty filmik
4:00
reminds me of % modulo for some unknown reason
🙃
Thank you that was so interesting
I know
Ah. Because it is.
(Just kidding. Great video!)
The 1.8 community who knew about the 45° for 10 years now
I subscribed to the like button and video'd your youtube channel
Ita?
I knew about the crouching thing, figured it out on accident in bedwars and was too laggy to speed bridge so i just did that and won most games
very polish parkour 👍
Yesterday I realised if u sprint jump then sneak at a 45 degree angle with speed 2 beacon ull go faster than sprinting forward with speed 2 beacon
and as fast as sprint at a 45 degree angle with speed 2 beacon, PLS SOMEONE EXPLAIN THIS TO MEE
I think sneaking is actually slower than sprinting
@@HeppeGaming ...swift sneak 3 + speed 2 + going forward and left/ right at the same time = sprint + speed 2 + going forward and left/ right at the same time for some reason.
just try it
I love it when it sounds like the narrator is shouting at me the whole video 😃
Do you happen to be from poland?
Yes I am!
Dude I haven't seen your channel in months, I rember the skywars shorts, the last long form was probably the song you made lol, I think it was for 1k subs.
Also... aRe YoU pOlIsH???¿?¿ 🙀🙀🙀