Building a Better Jump J

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Presentation transcript:

Building a Better Jump J Building a Better Jump J. Kyle Pittman @PirateHearts Co-founder, Minor Key Games

Hi I’m Kyle Hi Kyle 2007-2013 2013-20XX

Motivation Avoid hardcoding, guessing games Design jump trajectory on paper Derive constants to model jump in code

Motivation Has this ever happened to you? There’s GOT to be a better way!!

Assumptions Model player as a simple projectile Game state Position, velocity integrated on a timestep Acceleration from gravity No air friction / drag 2m (23m+ rem)

Gravity Single external force Constant acceleration over time

Integration Integrate over time to find velocity

Integration Integrate over time again to find position

Projectile motion Textbox Physics 101 projectile motion Understand how we got there

Parabolas Algebraic definition Substituting 5m (20m+ rem)

Properties of parabolas Symmetric

Properties of parabolas Geometric self-similarity

Properties of parabolas Shaped by quadratic coefficient

Design on paper 7m (18m+ rem)

Design on paper 7m (18m+ rem)

Maths Derive values for gravity and initial velocity in terms of peak height and duration to peak

Initial velocity Solve for v0:

Solve for g: Gravity Known values:

Solve for v0: Back to init. vel.

Review

Time  space Design with x-axis as distance in space Introduce lateral (foot) speed Keep horizontal and vertical velocity components separate

Parameters

Time  space

Time  space

Maths Rewrite gravity and initial velocity in terms of foot speed and lateral distance to peak of jump

Maths

Review

Breaking it down Real world: Projectiles always follow parabolic trajectories. Game world: We can break the rules in interesting ways. Break our path into a series of parabolic arcs of different shapes. 13m (12m+ rem)

Breaks Maintain continuity in position and velocity Trivial in implementation Choose a new gravity to shape our jump

Fast falling Position Velocity / Acceleration

Variable height jumping 16m (9m+ rem) Position Velocity / Acceleration

Double jumping Position Velocity / Acceleration

Integration Put our gravity and initial velocity constants to use in practice Integrate from a past state to a future state over a time step 19m (6m+ rem)

Integration 19m (6m+ rem)

Euler Pseudocode pos += vel * Δt vel += acc * Δt Easy Unstable We can do better

Runge-Kutta (RK4) The “top-shelf” integrator. No pseudocode here. :V Gaffer on Games: “Integration Basics” Too complex for our needs.

Velocity Verlet Pseudocode pos += vel*Δt + ½acc*Δt*Δt new_acc = f(pos) vel += ½(acc+new_acc)*Δt acc = new_acc

Observations Similarity to projectile motion formula What if our acceleration were constant? We could integrate with 100% accuracy

Assuming constant acceleration

Assuming constant acceleration Pseudocode pos += vel*Δt + ½acc*Δt*Δt vel += acc*Δt Trivially simple change from Euler 100% accurate as long as our acceleration is constant

Near-constant acceleration What if we don’t change a thing? The error we accumulate when our acceleration does change (versus Velocity Verlet) will be: Δacc * Δt * Δt Acceptable?

The takeaway Design jump trajectories as a series of parabolic arcs Can author unique game feel Trust result to feel grounded in physical truths

Questions? In practice: You Have to Win the Game (free game PLAY IT PLAY MY THING) The Twitters: @PirateHearts http://minorkeygames.com http://gunmetalarcadia.com