Strafe Jumping/Bunnyhopping Physics: The real mathemagics

WIP - Mathematics calculator. Incomplete (FPS penalty calculations not ready yet)

Speed limit and Acceleration (fixed angle) calculator: Spreadsheet (Excel)
(Dropbox is being a bitch, so I ditched their service. Now using MEGA, I may move to Google Drive when I learn how to use their service)

The air physics machanics are actually more or less the same fromQuake2/3 with bhop style (quake 1/half life/Counter strike) despite what people think, when compared to strafe jumping style (quake 2/3, tremulous, some call of duty versions)

Strafe Jumping mathematics explained in one image

Strafe Jumping maths which it seems like only 100-1000 people in the whole world actually understand. Note that tihs Includes Quake 1/2/3/half life/counterstrike etc. air physics since they are all basically the same. However source engine are not the same as goldsrc engine ground physics, so this doesn't necessarily exactly apply to source engine ground physics. Air physics are the same though. Also note that as the predefined default speed limit is decreased in proportion to the real movement direction (e . g. Source/Quake1's default of 30 units per second) the more the physics depend on framerate. There's a good strafe jump bot available for half life Tool assisted speedruns (TAS) that demonstrates how fast you can accelerate with 500 FPS. At the time of this post, the excel document above only shows the true values assuming unlimited framerate (note that as acceleration angle against movement direction approaches 90 degrees, acceleration approaches zero and speed limit approaches infinity.

The result curve you get is this

I originally uplaoded the image here with the same above text:
Sorry I'm lazy to fix google's formatting.

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