Krankdud @krankdud.net · 15/09/2026Working on throwing something together for #gbjam featuring guy in hat 070
Krankdud @krankdud.net · 29/03/2026Been working on some FPS movement stuff for fun. Got some walljumping, some air dashing, some sliding, and oops here's an exploit #ScreenshotSaturday #Godot 0112
Krankdud @krankdud.net · 12/02/2026Maybe I should finish this game I started like 2 years ago, and stopped working on for like a year (oops). Oh hey it has 50 levels now 050
Krankdud @krankdud.net · 24/02/2025Hey I made a small action-packed Doom 2 map. www.doomworld.com/forum/topic/... 031
Krankdud @krankdud.net · 12/11/2024Using strafes is the common way to air strafe, but as it's really just about the angle between the vectors, you can do it while holding forward as well. It just makes you go sideways and now your view is focused on the point you are turning around. 110
Krankdud @krankdud.net · 12/11/2024But what if we start turning? Now v ⋅ w will continuously reach a point where it is less than our acceleration and allow us to keep adding speed little by little! 110
Krankdud @krankdud.net · 12/11/2024Now what happens when we try moving sideways? Well cos(90) = 0 so v ⋅ w = 0 and we can move sideways a bit. If we look at the magnitude of our velocity after doing this, it actually increased a little! But then it immediately stops as v ⋅ w will be more than our acceleration afterwards. 110
Krankdud @krankdud.net · 12/11/2024If you try moving backwards, cos(180) = -1 so v ⋅ w becomes negative and now v ⋅ w < acceleration! While holding forward prevents you from gaining speed, holding back allows you to stop in midair! 110
Krankdud @krankdud.net · 12/11/2024So I was curious on how air strafing in Quake works. For people who don't know, if you hold strafe left in the air and turn to the left, you will turn in midair while gaining some speed. Likewise for strafing right and turning right. 142