Author Topic: Quake physics  (Read 2824 times)

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Offline tp4tissue

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Quake physics
« on: Tue, 26 April 2016, 19:41:35 »
If I'm flying through the air at 20 miles an hour..

My rocket should let fly at  X + 20mph

How come games never get this right..



Offline rm-rf

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Re: Quake physics
« Reply #1 on: Tue, 26 April 2016, 20:02:48 »

Offline nmur

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Re: Quake physics
« Reply #2 on: Tue, 26 April 2016, 20:06:28 »
it would make shooting while in the the air hard as hell

Offline tp4tissue

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Re: Quake physics
« Reply #3 on: Thu, 28 April 2016, 18:34:37 »
it would make shooting while in the the air hard as hell

why would it ?

As it appears to YOU,  the rocket or bullets would be flying at the correct speed....

Whereas the current quake, you're flying at the same speed as the rocket..




Do you guys remember that game, ah.. space cowboys, it was a rebrand of this korean mmo space flight game..

In that game, if your missiles are rated for 300m/s  then if your ship is faster than that,  when you fire the missiles, you actually outrun your own missiles..

That makes no sense.... 

Offline nmur

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Re: Quake physics
« Reply #4 on: Thu, 28 April 2016, 18:43:38 »
it would make shooting while in the the air hard as hell

why would it ?

As it appears to YOU,  the rocket or bullets would be flying at the correct speed....

Whereas the current quake, you're flying at the same speed as the rocket..




Do you guys remember that game, ah.. space cowboys, it was a rebrand of this korean mmo space flight game..

In that game, if your missiles are rated for 300m/s  then if your ship is faster than that,  when you fire the missiles, you actually outrun your own missiles..

That makes no sense....
imagine you're flying through the air and you turn to aim at someone on the ground who's perpendicular to the direction you're flying

if your velocity isn't taken into account, you can aim directly at them and fire a rocket that will hit

if your velocity is taken into account, you would have to estimate how far your rocket would travel along in the direction you're flying

it's not realistic at all, but it is easier

Offline tp4tissue

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Re: Quake physics
« Reply #5 on: Thu, 28 April 2016, 18:47:19 »
it would make shooting while in the the air hard as hell

why would it ?

As it appears to YOU,  the rocket or bullets would be flying at the correct speed....

Whereas the current quake, you're flying at the same speed as the rocket..




Do you guys remember that game, ah.. space cowboys, it was a rebrand of this korean mmo space flight game..

In that game, if your missiles are rated for 300m/s  then if your ship is faster than that,  when you fire the missiles, you actually outrun your own missiles..

That makes no sense....
imagine you're flying through the air and you turn to aim at someone on the ground who's perpendicular to the direction you're flying

if your velocity isn't taken into account, you can aim directly at them and fire a rocket that will hit

if your velocity is taken into account, you would have to estimate how far your rocket would travel along in the direction you're flying

it's not realistic at all, but it is easier


Why wouldn't that be fun?

A new skill element..

Offline alexjd99

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Re: Quake physics
« Reply #6 on: Thu, 28 April 2016, 18:49:16 »
I hate that about Battlefront.

If I use the jump pack and throw an explosive, you can land on it a ton of times which sucks

This should be so easy, why can't they just get that right  :'(

Offline chyros

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Re: Quake physics
« Reply #7 on: Thu, 28 April 2016, 18:51:10 »
Quake needs to go Lovecraft again.
Check my keyboard video reviews:


Offline nmur

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Re: Quake physics
« Reply #8 on: Thu, 28 April 2016, 18:51:39 »
it would make shooting while in the the air hard as hell

why would it ?

As it appears to YOU,  the rocket or bullets would be flying at the correct speed....

Whereas the current quake, you're flying at the same speed as the rocket..




Do you guys remember that game, ah.. space cowboys, it was a rebrand of this korean mmo space flight game..

In that game, if your missiles are rated for 300m/s  then if your ship is faster than that,  when you fire the missiles, you actually outrun your own missiles..

That makes no sense....
imagine you're flying through the air and you turn to aim at someone on the ground who's perpendicular to the direction you're flying

if your velocity isn't taken into account, you can aim directly at them and fire a rocket that will hit

if your velocity is taken into account, you would have to estimate how far your rocket would travel along in the direction you're flying

it's not realistic at all, but it is easier


Why wouldn't that be fun?

A new skill element..
Show Image

it might be fun!

I just said it was hard

but if games are too hard then casuals won't like it, so the game probably wouldn't sell as well

the only thing that comes to mind is throwing grenades in csgo. if you strafe, then fling a nade, your nade will inherit your velocity too

Offline tp4tissue

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Re: Quake physics
« Reply #9 on: Thu, 28 April 2016, 18:52:23 »
I hate that about Battlefront.

If I use the jump pack and throw an explosive, you can land on it a ton of times which sucks

This should be so easy, why can't they just get that right  :'(

I heard arma has realistic bullet physics..  but I also heard no one plays arma.

Offline gain

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Re: Quake physics
« Reply #10 on: Thu, 28 April 2016, 19:02:09 »
Quake needs to go Lovecraft again.

This is probably why I can't let go of Quake 1.  :'(

Offline tp4tissue

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Re: Quake physics
« Reply #11 on: Thu, 28 April 2016, 19:53:22 »
Quake needs to go Lovecraft again.

This is probably why I can't let go of Quake 1.  :'(

I really don't see much influence of lovecraft on Quake one..


Offline gain

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Re: Quake physics
« Reply #12 on: Thu, 28 April 2016, 20:04:19 »
Quake needs to go Lovecraft again.

This is probably why I can't let go of Quake 1.  :'(

I really don't see much influence of lovecraft on Quake one..

https://www.quaddicted.com/webarchive/kell.quaddicted.com/stuff_lovecraftinquake.html

Even Wikipedia shows it

Quote
The various realms consist of a number of gothic, medieval, and lava-filled caves and dungeons, with a recurring theme of hellish and satanic imagery reminiscent of Doom (such as pentagrams and images of demons on the walls). The latter is inspired by several dark fantasy influences, most notably that of H. P. Lovecraft. Dimensional Shamblers appear as enemies, the "Spawn" enemies are called "Formless Spawn of Tsathoggua" in the manual, the boss of the first episode is named Chthon, and the final boss is named Shub-Niggurath (though actually resembling a Dark Young[4]). Some levels have Lovecraftian names, such as the Vaults of Zin and The Nameless City. In addition, six levels exclusively designed for multiplayer deathmatch are also included. Originally, the game was supposed to include more Lovecraftian bosses, but this concept was scrapped due to time constraints.

c'mon son!

Offline LXXXIX

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Re: Quake physics
« Reply #13 on: Thu, 28 April 2016, 20:07:42 »
tp please tell me you play quake live

Offline nathanrosspowell

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Re: Quake physics
« Reply #14 on: Thu, 28 April 2016, 20:27:30 »
'Realistic physics' takes more CPU and isn't fun.
'Video game physics' is fun.

Offline pr0ximity

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Re: Quake physics
« Reply #15 on: Thu, 28 April 2016, 20:30:45 »
If I'm flying through the air at 20 miles an hour..

My rocket should let fly at  X + 20mph

How come games never get this right..


Show Image


Rockets travel at a constant velocity in all frames of reference, just like light.

It's obvious physics, dude.



Also, how dare you even try to talk **** about Quake physics. It's the only game that's gotten them right, ffs.
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Offline tp4tissue

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Re: Quake physics
« Reply #16 on: Thu, 28 April 2016, 21:38:15 »
tp please tell me you play quake live

Tp4 can't fords quake live.. I only got the quake 3