Difference between revisions of "Glide"

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(Created page with "A '''glide''' refers to one of several related Doom movement tricks used in speedrunning. == Squeeze glide == A '''squeeze glide''', often referred to simply as a '''gli...")
 
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A '''void glide''' is an extremely rare trick where the player gains enough momentum to pass entirely through a solid wall. This usually results in exiting to the "void" outside of the boundaries of a Doom map. Generally speaking, when a player runs into a wall, their momentum is redirected in the direction the wall is traveling and clipped. But with precise positioning and angle, a player can run into a corner in such a way that their momentum is not only preserved, but actually amplified; when kept up for several tics in a row, this can result in the player's momentum increasing to over 32 units/tic, at which point the engine essentially performs a "wobble glide" to the other side of the solid wall.
 
A '''void glide''' is an extremely rare trick where the player gains enough momentum to pass entirely through a solid wall. This usually results in exiting to the "void" outside of the boundaries of a Doom map. Generally speaking, when a player runs into a wall, their momentum is redirected in the direction the wall is traveling and clipped. But with precise positioning and angle, a player can run into a corner in such a way that their momentum is not only preserved, but actually amplified; when kept up for several tics in a row, this can result in the player's momentum increasing to over 32 units/tic, at which point the engine essentially performs a "wobble glide" to the other side of the solid wall.
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==Sources==
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* {{dwforums|87199|The Doom Movement Bible}} by [[Andrew Stine (Linguica)]]

Revision as of 11:31, 13 April 2016

A glide refers to one of several related Doom movement tricks used in speedrunning.

Squeeze glide

A squeeze glide, often referred to simply as a glide or a "bar glide," is the most common of the glide tricks. It involves the player fitting into a space of exactly 32 units wide with the goal of skipping past a set of bars or other obstacle to player progression. Because the player is also 32 units wide, this means that the player must align themselves perfectly with the gap in question before moving through, down to a precision of 1/65536 of a unit. The quantized and somewhat inaccurate nature of the movement code can make this a difficult task.

Skip glide

A skip glide, also sometimes referred to as a "bar glide," is a rarer trick, best known in its use in speedruns of Doom 2 MAP21: Nirvana. The Doom movement code checks to see if a player's desired new position is valid, and if so, it will move them to that position without checking if there is anything in between the old and new positions that logically ought to block movement. In a skip glide, the player moves through a diagonal gap that is smaller than their own diagonal width by moving from a valid position just before collision with the gap, to a valid position just on the other side of the diagonal gap.

Wobble glide

A wobble glide is a variety of skip glide where the player builds up momentum while standing still in order to pass through a narrow gap. It is otherwise effectively identical to the standard skip glide, but is generally used where there is not enough room to gain momentum through running normally. Wobble glides are usually achieved by running against impassible 2-sided linedefs or things, which generally preserve a player's momentum, and then sliding off the edge and through the gap; on some occasions they can be performed against a normal wall, however, using the same momentum preservation trick as in the void glide. It is so named because the momentum also results in the player's weapon visibly "wobbling" back and forth during the setup and execution of the trick.

Void glide

A void glide is an extremely rare trick where the player gains enough momentum to pass entirely through a solid wall. This usually results in exiting to the "void" outside of the boundaries of a Doom map. Generally speaking, when a player runs into a wall, their momentum is redirected in the direction the wall is traveling and clipped. But with precise positioning and angle, a player can run into a corner in such a way that their momentum is not only preserved, but actually amplified; when kept up for several tics in a row, this can result in the player's momentum increasing to over 32 units/tic, at which point the engine essentially performs a "wobble glide" to the other side of the solid wall.

Sources