Hi mokey (btw u, macro, and zweek should all do an FFA in Titanfall 2, just a recommendation)
@Quaki300012 сағат бұрын
My first thought when I saw the video in the feed: He's still alive!!!
@LqdAim5 сағат бұрын
Smells like updog
@chad63 сағат бұрын
Tapstrafe in apex is a crime and a crutch.
@r3eech15 сағат бұрын
Went 120kph in a school zone just to get home to see this 🙏
@the1whoplayz11 сағат бұрын
mkbhd's alt located❗
@Quellems11 сағат бұрын
Were you strafe jumping?
@budderboy_8 сағат бұрын
hey i know this guy!
@CommunistRainbowdash6 сағат бұрын
"Officer, I wasn't swerving erratically, it's called strafedriving!"
@sonicobg1Сағат бұрын
did bro get flung by BT on the way back?
@zweekSR14 сағат бұрын
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
@lexydrow12 сағат бұрын
Lmao, people just can't stop bashing COD nowadays, even if unintentionally, no worries
@nayuki202011 сағат бұрын
don't worry that's the part we (i) skipped
@CashMayo10 сағат бұрын
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
@thislink15198 сағат бұрын
Baiting people to fist him. SMH
@unnamed38107 сағат бұрын
@zweekSR Have you even seen what a COD4 or mw2 speedrun looks like?
@Msushi13 сағат бұрын
This video changed my life.
@twigtarsier13 сағат бұрын
the professional bhopper is learning how it works
@dafp883310 сағат бұрын
Didn't expect you to be here
@mikkelens6 сағат бұрын
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
@gaubbe2 сағат бұрын
This comment changed my life.
@prinlerdsri40535 минут бұрын
Wait you the portal speed runner guy
@ThaRixer15 сағат бұрын
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
@themothpope17209 сағат бұрын
LMAO THATS CRAZY YOU DID NOT NEED TO PUT HIM ON BLAST LIKE THAT
@Nextracer114 сағат бұрын
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.
@thewhitefalcon85398 сағат бұрын
so you're telling me this video is a beautiful woman who likes me
@treee64002 сағат бұрын
@@thewhitefalcon8539 Nope. Sorry to break it to you bud; If you've found this video, you're too far in the wrong direction
@lentencraft9 сағат бұрын
4:10 3blue1brown jumpscare. really funny, while also working well as an explanation lol
@user-fl6op8jz5n5 сағат бұрын
LMFAO
@tomatoanus15 сағат бұрын
incredibly work zweek!!
@MentalCheckpoint15 сағат бұрын
*taking notes*
@bigerik460015 сағат бұрын
so thou breast breaths life yet
@Sean.R14 сағат бұрын
Dude come backkk
@3255713 сағат бұрын
Wooo !!! are you coming back?
@Barmem9 сағат бұрын
Wait, I thought you were dead
@ThrowTop11 сағат бұрын
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)
@Michtar4 сағат бұрын
Hi throw
@Vanity06663 сағат бұрын
Me when I finvsqrt all over the floor
@treee64002 сағат бұрын
@@Vanity0666I really hope that doesn't mean what my brain thinks it means
@Joevenon13 сағат бұрын
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
@jvgradiz90610 сағат бұрын
Isso é o dia basico do brasileiro
@JuanGamer02026 сағат бұрын
Oh não eu acidentalmente abri um portal para o inferno na favela **pela terceira vez**
@yoshi_oz14 сағат бұрын
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.
@Carth5318 сағат бұрын
Close enough, Welcome back FUNKe
@fancysonn15 сағат бұрын
i love the 3b1b segment
@paprikar3 сағат бұрын
the vsauce meme too!
@selumnaaaaa6 сағат бұрын
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
@twpsyn9 сағат бұрын
in summary: god bless id software for gifting the world quake
@eliasprice75534 сағат бұрын
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.
@chichechich9914 сағат бұрын
Incredible, incredible work! Can't wait to corner someone at a Christmas party to explain the intricacies of air straifing
@shovelclaws15 сағат бұрын
i know my professor hates to see a zweek video walk in the room
@DrakePHOSE15 сағат бұрын
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.
@redtaileddolphin187513 сағат бұрын
I have never known what bunny hopping is I have literally been waiting years for this video thank you
@redtaileddolphin187513 сағат бұрын
Goddamn this is a good video, it’s exactly what I’ve wanted and I’m only 13 minutes in
@BloockW7 сағат бұрын
4:06 yeah this is one of the best videos I have ever seen on KZbin, you are incredible.
@tccraig11 сағат бұрын
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!
6 сағат бұрын
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.
@h4724-q6j3 сағат бұрын
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.
@TarenGarond2 сағат бұрын
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...
@InkboundWhimsy13 сағат бұрын
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
@kkiil058 сағат бұрын
You know a video about game speedtech is good, when within a couple of hours the top comments are from world-class speedrunners
@skeleton_craftGaming2 сағат бұрын
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?
@youraveragechroma213911 сағат бұрын
Disappears for a year... Comes back with multiple times the production value. You're peak Zweek, you're peak.
@lexihaiii11 сағат бұрын
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
@celestialwaffle14912 сағат бұрын
I'm not kidding when I say this is one of my favorite youtube videos of all time out of the literal billions made. I can tell why it took so long, every bit of effort shows. Genuinely, I dont think there's a single thing that could be better, it's all so insanely impressive. Now, go put those CoD games on a tax writeoff and relax. You've more than earned it.
@taru33748 сағат бұрын
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
@DoctorSwellman14 сағат бұрын
Quake really is the grandfather of all FPS games. Wonderful video zweek, you've outdone yourself once again
@dgundz8 сағат бұрын
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
@maxdmaxd-pc9se15 сағат бұрын
my brain have a hard time understanding but the arrows that shows velocity really helped. thx zweek. good to see your back
@publickip15 сағат бұрын
love the editing style on this video holy sad you were working on it before Deadlock came out, was looking forward to that segment
@Iteration456-8_codename_goblin3 сағат бұрын
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
@CashMayo10 сағат бұрын
this is the game mechanic video documentation that the world has always needed, thank u zweej
@MemeFall10 сағат бұрын
No way! You finally released this! I remeber how hard you worked on all of those 3D animations on your streams!
@NewyyTV15 сағат бұрын
I’ve waited a whole entire year for air strafe let’s GOOOO❤❤❤❤
@GermanMR9 сағат бұрын
I love the experience of: who is this guy? why am I subscribed to him? [Watches video] So that is why, huh.
@Sway___SD14 сағат бұрын
my day has been made and my excitement is unmeasurable
@Wilker_uwu8 сағат бұрын
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.
@poptre6710 сағат бұрын
this is a really great video!! so easy to understand and in depth!! I always liked to think of air strafing as taking what would be centrifugal force and having that push you forward rather than the direction you have already been going, but its so interesting seeing that its just a *little* more complicated than that. also, I loved that the video style is a combination of those well thought out video game essays and technically beautiful mathematics videos. as a schmoovement enthusiast, thank you for making this video. p.s. i love the pikuniku music throughout the video too
@Zshutt15 сағат бұрын
lets goooooo more knowledge drops from zweek
@dysonjb6883 минут бұрын
just discovered this channel. i am genuinely obsessed with the animation and the movements so satisfying. hoping you get huge success in your future
@Linkswords710315 сағат бұрын
Awesome animations. Always happy when a new video drops
@cherrycurry40411 сағат бұрын
8:12 Disliking, Unsubscribing, Burning your house down. You must be a vim user
@osukarui12 сағат бұрын
Wow, this video is so beautiful! Love your graphics and blender work!
@Quellems11 сағат бұрын
I started Zweeking when I saw this notification
@youraveragechroma213910 сағат бұрын
35:42 Now I am extremely curious for Cold war zombies potential quirks. Though, the game mode features a crap ton of "fixed control" movement tools...
@YunginTVСағат бұрын
“A silly little video” just that intro was hurting my brain😂 your editing is fire and your scene set up is dope and creative
@Benetheburrito9 сағат бұрын
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.
@dabiga231542 минут бұрын
I don't know anything about programming and barely understood this, but it was interesting nonetheless. Could you do a breakdown of movement in other engines, like Unreal and Unity?
@iamsixsyllables96796 сағат бұрын
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.
@rebane200117 минут бұрын
this video is put together so well, love it!
@St2eleСағат бұрын
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!
@LordFluffy15 сағат бұрын
banger video i understood about 40% of it so i'll rewatch it 2 more times to get the other 60%
@Blutankalpha3 минут бұрын
BRO WAKE UP ZWEEK DROPPED A BANGER WHILE I WAS ASLEEP
@FileTh1rt3en2 сағат бұрын
Your animations are very clean and they have a ton of juice. It's impressive how much quality you got packed into this video.
@CAITAnCh8 сағат бұрын
The discussion about how airstrafing works in the later games was really interesting, especially since I was working on a game prototype that took inspiration from Titanfall 2. My very first attempt at doing an air acceleration function actually looked suspiciously similar to that original "cut" version from QIII. What I ended up settling on was also somewhat similar to what you theorized might have been the change in later games, but with a funny little hack to allow Source-esque strafing to (kind of) work: it simply directly accelerates in the wish direction no matter what, but then re-caps the new speed to wishspeed or current speed, whichever is bigger.
@foudesfilmsСағат бұрын
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.
@Splarkszter6 сағат бұрын
This video combines all the awesome aspects and fun of 3Blue1Brown + Funke + Noodle + decino This video es peak art and peak Educational Entertainment. I LOVE IT. Thank you so much 😭
@theleoshowm301013 сағат бұрын
4:10 3blue1brown??? hmmmmm
@iFloxy3 сағат бұрын
Wow, this is very well made!! Some very high quality work -- on par or surpasses lemmino, 3blue, etc.. well done!
@sykstusgorbaczov823711 сағат бұрын
wow the production value went up a BIT good job :D also love the haircut very cute :*
@HDQuakelive5 сағат бұрын
Wow amazing production quality, good work!
@MoonyB15 сағат бұрын
Wake up new peak just dropped
@theooooot94697 сағат бұрын
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.
@phoenixsr_11 сағат бұрын
I love the 3b1b reference :D That was really awesome, such a well-made video!
@drgabi1810 сағат бұрын
19:02 You can use -novr to play the game without a headset and, surprise, since the majority of the code is ported from Source 1, ABH exists in HL:A too (well, I know it existed in the Day Zero manifest, idk if it ever got patched)
@sonicobg12 сағат бұрын
as a person that has added quake movement to a game by translating and modifying code, this is a great video for the general public! amazing job!
@ianmoore55023 сағат бұрын
incredibly compelling editing. subbed.
@crossway1811 сағат бұрын
It took this man 1 yr of death of come back with this banger, love the animations dude looks so sick!!!
@red-v8m4u8 сағат бұрын
This video is a masterpiece: animation, reference to 3b1b, cool explanation. Everything about this video is perfect.
@sam-sr9yp11 сағат бұрын
Amazing video, explains the technical side of air strafing really well. Also love the animation in this, reminds me of funke's videos :)
@DeadOfMind4 сағат бұрын
This video was so informative i went to check out your other vids, guess i watched your last one and forgot to sub so what a lucky coincidence!
@alexlowe20546 сағат бұрын
I cackled at the 3 blue 1 brown music when it popped up.
@Icecreamman57114 сағат бұрын
Me when the air strafing is actually complicated
@apppples11 минут бұрын
been awhile since i had to unfullscreen a video to click subscribe within a minute of starting it. good on ya
@SuperGamersgames8 сағат бұрын
6:50 But it was me stDIO.h! :P
@calestinekogami6 сағат бұрын
wait hold on this is some S tier content how have I not seen you before, instant sub frrrr
@bulasturubula36608 сағат бұрын
i absolutly love your presentation
@instnct7418 сағат бұрын
you are way to underrated, the quality and amount of work that goes into this is insane!
@SlavicEgg23 минут бұрын
For 4 thousand years we have waited, and this bro finaly made a banger. with animation parts too, crazy.
@nexs4n8 сағат бұрын
Love the production on this sm
@danmur158 сағат бұрын
clicked for the interesting topic, was intrigued by the opening animation, and laughing by the 2 minute mark. this is gonna be a good one.
@thiagohenrique89133 сағат бұрын
how can a 37 minutes video have this quality and information density, this is amazing
@eladnlg15 сағат бұрын
ABSOLUTE CINEMA (iwatched all of it)
@Chihiro_60795 сағат бұрын
This is an insane amount of work. Awesome dude!
@bance46784 сағат бұрын
I’m a long time quake modder and player and it’s very clear you did your homework on this video. Well made!
@LotsOfS8 сағат бұрын
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.
@NoSleepDaChimney3 сағат бұрын
There was a old titan fall 2 hopping guide that went super in depth on why it occurs in game engines and how it occurs super interesting wish I could find it again
@Andybananas6 сағат бұрын
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.
@prgnify12 сағат бұрын
As an old bum who knew the first two parts of the video simply because I was there when the deep magic was written, you now have convinced me to give a chance to those two CoD games - I haven't ever played a single CoD (except the first one, at release). But now you have my interest.
@ItsJoeyG5 сағат бұрын
Love the 3b1b reference in the little manim animated section. And that transition was fire!!
@matsRLS11 сағат бұрын
watching this come to reality was the coolest thing ever great video zweek
@mvttFPS8 сағат бұрын
bhop messiah has come to enlighten us, genuinely goated for dropping this hidden knowledge on us. after being involved with cs and movement for over a decade, this is by far the best understanding of the mechanics i've ever had. obviously knowledge about the quake engine and relevant functions has been here for a while, but this level of detail, understanding, and explanation is legendary.
@Tankfird8 сағат бұрын
Great visuals and explanations (love the 3b1b reference), if anyone's curious about supplementing their understanding on top of what's in this video, I would recommend checking out matherunner's Half-Life Physics Reference. It's fairly expansive, going from engine stuff like frametime and player inputs to case studies of strafing and arguing optimality of the maximum acceleration. Obviously geared towards half-life but as shown still relevant.
@e________v3 сағат бұрын
Wow, what a phenomenal breakdown! Much appreciate the inclusion of Quake 3 in the discussion; its speed tech tends to go overlooked these days. A thought on the origins of the Doom 2016/Eternal air movement: there’s an alternative movement type for Quake 3 called CPM, whose air control works very similarly to the Doom reboots, but with Quake 3 acceleration intact. While it was originally a player-created mod, it was officially added to the game and given a toggle setting in Quake Live. I’m not sure of the mathematical details of CPM’s air control (it may well be related to the function you were talking about), but it might also be a plausible ancestor to the Doom reboots’ movement.