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Statistici
10 Jan 2011, 18:59
Hello there fellow wormers or whatever you call yourselves.

I have a slight problem, in which I need the help of anyone who knows the parabolic flight path of a worm that jumps (by pressing enter once). I calculated the function f(x) = -31/1584 * x² + 155/99 * x
If you can understand anything of that.
It seems to get close to the correct flight path, but I doubt it is the perfect one.

I need this information for doing successful battlerace maps. It isn't 100% crucial, but would be a great assistance.

EDIT: Ok so I pretty much found the functions for every jump jumpable:

Horizontal jump:
y = - 2 / 81 x² + 16 / 9 x
Horizontal jump against a wall:
y = - 2 / 25 x² + 16 / 5 x
Backjump:
y = - 5 / 32 x² + 5 x
Backjump against a wall:
y = - 19 / 64 x² + 19 / 2 x
Backflip:
y = - 32 / 49 x² + 96 / 7 x
Backflip against a wall:
y = - 2 x² + 24 x


So yeah. I'm attempting to make some hard-ass br-maps, but before that I'm publishing a website that tells every little bit of information that could be helpful in some point of battlerace-mapmaking and maybe even in battleracing itself :cool:

CyberShadow
10 Jan 2011, 19:04
You can find some information here (http://worms2d.info/User:Etho/Physics_Engine). (It's not authoritative, it was written by another member of the community.)

Lex
10 Jan 2011, 19:12
Here. Have Deadcode's BR test map. It has trajectories and suchlike for battle races.

Statistici
10 Jan 2011, 19:14
Ah that looks promising thank you. It looks pretty bizarre from the view of basic maths but I think I can handle.

Statistici
10 Jan 2011, 19:18
Now that's some quick and effective replying. Thanks a lot, both of you

Lex
10 Jan 2011, 19:34
How effective is Deadcode's test map if you don't even download it? Haha. :P

Statistici
10 Jan 2011, 19:43
The idea of such map existing is enough, and now I've tested it. Back to my calculations I go.

OutofOrder
12 Jan 2011, 19:59
Kudos to you for wanting to do more BattleRace maps.
Please let us know of the outcome ;)

Statistici
13 Jan 2011, 21:12
I updated the original post: I found all the anwers and am making a website to set loose the all-mighty race of battleracers!

Nando
13 Jan 2011, 23:16
What about jumps against a wall where you don't start standing right next to the wall? :p

Statistici
14 Jan 2011, 05:29
What about jumps against a wall where you don't start standing right next to the wall? :p

Well that's a different story. And as far as I know, to find out I would have to calculate each of them separately, depending on where the starting pixel is (and so there would be over 200 different flight paths). I could try writing a program for it, assuming I ever find the algorithm.

Actually I already have an idea, but it's not the-first-thing-to-do on my list

pisto
15 Jan 2011, 13:19
be aware that the time and space in worms is discrete, and that can cause some odd quirks, like the never-ending bounce loop found in some old version of worms (?) and very early rubberworms.

Statistici
15 Jan 2011, 13:41
be aware that the time and space in worms is discrete, and that can cause some odd quirks, like the never-ending bounce loop found in some old version of worms (?) and very early rubberworms.

Yes I'm actually aware of that fact, but the laws of physics applies even in worms, with it's own laws of physics of course ;) It's only a matter of effort, really.

pisto
15 Jan 2011, 15:05
Yes I'm actually aware of that fact, but the laws of physics applies even in worms, with it's own laws of physics of course ;) It's only a matter of effort, really.
yeah, I mean, f(x) = -31/1584 * x² + 155/99 * x is a good approximation, not the totally real relation.

Statistici
15 Jan 2011, 16:07
yeah, I mean, f(x) = -31/1584 * x² + 155/99 * x is a good approximation, not the totally real relation.

I updated the post with an even more approximate path, but yeah you're right, I can't calculate the exact 100% correct one with just three points, but it's more than enough for calculating the path up to the point where fall damage arrives. It's good enough and will have to do until I get something better