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Post by rancidsam on Aug 9, 2022 5:53:07 GMT -6
Hey-o. I've been looking for resources concerning the hard numbers in Doom (2)'s physics, but having very little luck.
This came-up for me because of two problems: one, I was trying to figure-out how many map units Doom Guy can sprint (forward, not strafe-running) in a second. I wanted to know this rate of movement so that I could design hallways with a specific "timing" in mind—for example, "I want the player to run for X seconds before reaching a turn." In addition, I was looking at a "jump" in a map I'm working on—specifically, there's a 16-unit step-up across a 64-unit gap. My problem is, I don't know how many map units Doom Guy falls in one game tick (or, more accurately, the rate of velocity due to gravity), so I don't know how far apart I need gaps of certain heights to ensure the player can't jump them (I don't mind the player making unintended jumps at SR50 or anything; this is more for preventing casual sequence-breaks, rather than difficult-to-achieve ones.)
So, does anybody have any resources regarding how the stats on the physics in Doom (2)? I've looked through the Linux Doom source code on Github, but I got lost trying to figure-out how the GRAVITY constant was actually measured (a bitwise operation in the definition threw me for a loop)—and that's still besides my need for Doom Guy's movement speed.
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Post by Deathclaw886 on Aug 9, 2022 20:06:30 GMT -6
All i can think of is trial and error, either that or find out how to do something in acs? im no expert when it comes to this. maybe you can use your phone or other device to set a stopwatch and have doomguy run while its going. and you could set marks on the map in your editor when Doomguy reaches said point? im not sure if this would work really, but is an idea.
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