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Author Topic: Infinite Jump?  (Read 1471 times)

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Offline Casper

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Infinite Jump?
« on: June 24, 2010, 11:00:16 AM »
So i had a thought. With jump pads, the target becomes the apex of the jump. However, if the jump pad is a good distance away and level with the pad, would that make your jump go infinitely in one direction? Jumps in any game work in a parabola set as the jump path. in order for the jump to stay perfectly level, it needs infinite power.

 
     
I cant see any other way that the jump would work out, because the target has to be the top of the jump. it cant go in an arc to the target then go down... this is bothering me. hahaha

Offline Casper

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Re: Infinite Jump?
« Reply #1 on: June 24, 2010, 11:20:38 AM »
Apparently the makers of gtk or of urt thought of this, and the jump pad didnt work when i tested it. haha. how dissapointing :D

Offline inka

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Re: Infinite Jump?
« Reply #2 on: July 05, 2010, 07:03:08 PM »
? you would have just fallen al little bit after you flew
I think the reason it didnt work was becuase you hit it when it shot you

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Offline Casper

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Re: Infinite Jump?
« Reply #3 on: July 05, 2010, 09:27:17 PM »
You couldn't fall at all though. You hot the apex point exactly, if you even fell a little bit, it wouldn't be exact

Offline Lurker

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Re: Infinite Jump?
« Reply #4 on: July 05, 2010, 09:56:07 PM »
Strictly speaking, isn't a line (what you're looking for) no a parabola (how you describe pads)?

Parabolas  come in the form Ax^2+Bx+C=0, whereas lines com in the form Bx+C. Although both still polynomials, they have different ways of computation, right? You couldn't solve a Bx+C through the quadratic formula because you would be dividing by 0 (math's way of saying you made a big no no). And even then, how would you arbitrarily find it? Because like a line has a parabola's equation with A 0, your specific line sets B=0, or just C. I don't know about the quake engine, because I haven't programmed for it or anything, but when would it ever be useful to make that? I'm assuming they define a couple of entities:

Climbable
Surface
Air

This game engine seems mildly based on physics. The general consensus is that you fall towards the x-y plane, if the z-axis is your height. Therefore, it is probably easy to define movement in "air" to be "AHHH I AM FALLING". I don't think they built this with space in mind, though I could be wrong. If you played the original quake, feel free to prove me wrong.

Offline |$|CandyMan

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Re: Infinite Jump?
« Reply #5 on: July 05, 2010, 10:37:24 PM »
If you wanted it to appear like they were jumping totally straight just make an invisible ice floor with invisible walls that has boost strips along the whole distance.
« Last Edit: July 05, 2010, 10:39:59 PM by |$|CandyMan »
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Offline Casper

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Re: Infinite Jump?
« Reply #6 on: July 06, 2010, 11:39:32 PM »
Lol well I wasn't tryin to get the effect of it, I was just curious. And the dividing by zero explains it. I hadn't been
thinking of it mathematically

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Re: Infinite Jump?
« Reply #7 on: July 07, 2010, 12:24:39 PM »
Why would want to think about something so insignifigant so hard?

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