Explanation of how the player movement code in Quake gives rise to these three different player movement “bugs“, with a quick look at TAS movement mechanics at the end. Big thanks to the Quake Speedrunning Discord for helping me out with getting TASQuake running on my machine, and for clarifying terminology. Here are the original C versions of the acceleration functions: #L190 Chapters 00:00 Introduction 01:13 Acceleration on ground 03:05 Zig-zagging 03:54 Circle jumps 04:17 Wall-running 04:46 Acceleration in the air 05:18 Strafe-jumping / power-bunnies 06:21 Tool-assisted techniques 07:23 Outro
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