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Strafe design
Strafe design







strafe design
  1. Strafe design update#
  2. Strafe design code#

Strafe design code#

Strafe-jumping was a result of a bug in the code base of the 1996 first-person shooter video game Quake. Strafe-jumping is a technique used to increase a player's movement speed in computer games based on the Quake engine and its successors, most of which are first-person shooters. This technique is not possible in all games most and especially modern games would clamp the player's speed and acceleration to a uniform maximum when moving in any direction.

Strafe design update#

If, for each update of the player's location, the game moves the player forward one unit and then moves the player to the side by one unit, the overall distance moved is 2 (roughly 1.73) times greater speed, in games such as Descent. The games in which strafe-running can be employed treat forward motion independently of sideways (strafing) motion. Pathways into Darkness was one of the first games to allow strafe-running. The method used by the game can be demonstrated using vector addition. The game combines these actions and the player achieves roughly 1.4 ( square root of 2) times the speed they would moving in a single direction. Particularly in early first-person shooters, strafe-running (known as speed-strafing among players of GoldenEye 007 and Perfect Dark, and as trichording among players of the Descent series) is a technique that allows a player to run or fly faster through levels by moving forwards and sideways at the same time. This can be a crucial strategy against bosses and powerful enemies, and is notably employed in many The Legend of Zelda titles, starting with Ocarina of Time.Ī diagrammatical explanation of straferunning. It enables the player character to concentrate on moving around the enemy to dodge their attacks while staying automatically focused on the enemy. Circle strafing in melee combat can be made easier with a lock-on system that snaps the camera's (and the player character's) focus on one particular target, guaranteeing that most of the player character's attacks will land a direct hit on the target.

strafe design

Strafing in melee combat Ĭircle strafing has also spread to some 3D action and adventure video games that involve melee combat. This can make a player more vulnerable to circle strafing, as targets will pass through their field of vision more quickly, they are less capable of keeping up with a target, and their slow movement makes dodging more difficult. Many shooters will allow players to aim down the sights of a gun or use a scope, usually exchanging movement speed and field of vision for greater accuracy. When latency is high and the game doesn't have client-side hit detection, this can lead to two players circling each other, both missing all their attacks. Ĭircle strafing is especially effective when lag negatively affects the players' ability to hit their target. The effectiveness of circle strafing is mitigated when the opponent's weapon fires projectiles that travel instantaneously (also referred to as a hitscan weapon), or fires at a high rate, e.g.

strafe design

Circle strafing is most useful in close-quarters combat where the apparent motion of the circle strafing player is much greater than that of their stationary enemy, and thus the chance of making the enemy lose track of their target is higher and/or the enemy is required to lead the target when firing. Circle strafing allows a player to fire continuously at an opponent while evading their attacks.

strafe design

Red, unable to keep track of the moving blue player (and failing to lead the target), misses their shots.Ĭircle strafing is the technique of moving around an opponent in a circle while facing them. The blue player circle strafes counterclockwise around their red adversary, while firing continually.









Strafe design