Water Jumping w/ False Ground Detection
ฝัง
- เผยแพร่เมื่อ 27 ธ.ค. 2024
- This is a very messy video i don't know why i did anything i did but it's a very fun concept so I'm posting it anyway. Just in case this sickness kills me before I make a better one lol. enjo anyway ig :)
So, being on the ground is determined by two criteria: First, you have to be moving downward. Second, that downward movement has to be interrupted in some way, so the distance you end up moving isn't equal to the distance you were trying to move. Usually the only way this interruption can happen is by bonking a block, which impedes any movement past it. For example when you're just standing idly on the ground, gravity from the previous tick tries to push you downward. But then this movement gets stopped by the ground, so you get marked as on the ground for the next tick. But! There is actually another way to do this: If you try to make a movement smaller than 0.0000001m(1e-7) on an axis, the game simply won't move you on that axis. This creates a discrepancy, and so if that intended movement was on the -Y, you actually get incorrectly counted as being on the ground. Tangentially this same concept is also what causes the perfect 90 degree x surf, just with your z velocity instead. You get a z velocity of like 1e-18 before getting snapped, creating a half-collision on the z axis and thus preventing your x velocity from ever resetting.
Unfortunately though, at the start of every tick your velocity on any axis will get reset to 0 if it's smaller than 0.003m/t. This means you can't just carry in the right velocity from a jump or let gravity trigger it. Instead you have to use your actual movement acceleration from your inputs to get the 0.0000001m velocity. This is easy for the x surf since it's all horizontal, but normally this won't even touch vertical velocity, so no dice. The exception, of course, is with swimming. This let's you adjust your y velocity with jump, sneak, and most importantly by changing your pitch. Although sneaking doesn't always count since it comes before the .003 snap unlike jump and pitch for whatever reason
So with this in mind, I just went ahead and found some inputs that would get my y velocity between -0.0000001 and 0.0m/t. Not always a super easy task in general, but I kept the examples pretty simple here. I end up swimming so that my y velocity starts at 0, and then I swim for one tick with a pitch of -3.76 with jump and sneak held, and for another tick at 27.68, this time with just space held. fwiw there's A LOT of angles that work, those were just the ones I chose. Pressing jump and sneak for the first tick doesn't inherently affect my velocity since the jump and sneak velocities cancel out. But annoyingly negative pitches just don't affect your y velocity if you're swimming at the surface unless you're pressing jump, so that just forces it to work without changing stuff. Pressing jump on the second tick does affect it, since the +.04m/t from it is what sets up the velocity correctly. Not necessary with different angles, but what I went with. And all and all this will get you a y velocity of like -4.7E-8! Which counts as being on the ground. You only see -0.0 on the menu though because since this counts as a colliding with the ground your velocity gets set to 0
From there it's just a matter of jumping on the next tick to ~ do the water jump ~, but there's a bit more to that as well. You can either stay touching the water and jump as long as your eye level or whatever is above the water, or you can completely exit the water horizontally on that next tick when you jump. If you exit the water the jump will be like any old sprint jump, with friction that kills like half of your horizontal speed. But if you're still in the water when you jump, you only get the water friction, which only kills like 10% of your horizontal speed. This kills a bit of you jump height too, but the speed you retain is quite significant(adjusting pitch can giv height too btw). Essentially the equivalent of skipping the ground friction tick in a normal sprint jump altogether, which makes this one jump literally faster than where sprint jumping on flat ground caps out at. Not quite as fast as where 2 high ceiling sprint jumping caps out, but that still feels crazy
Anyway that's all I've got rn sorry if that's a mess. You can 100% do this with elytras too which would be cool since they're so mobile(whoever made the .003 thing is a meanie...), but the angles are prolly much harder to get right. It also might be possible to chain these to just flat out swim faster? But I'm not sure. It's definitely faster for exiting water though, probably in all situations, presumably by quite a bit. The water friction straight to air friction is just sooooo good for speed. 100% some cool stuff to do with it but that'll have to wait until I feel better. Also I'd be curious if anyone's done this before, because it's obviously too precise to just happen, but it feels so obvious now that I've realized it
Music: Piano 1 - c418
Wake up babe, new pk mechanic just dropped
If it doesn't work on 1.8, then most of parkour community won't care sadly
@@kemytz I think it will in 1.8 based off the desc and what I know of the movement code. Would need to check the code/test though. It would be quite hard to find a setup if it does work though without 1.13 swimming mechanics
i’d be very surprised if it existed in 1.8, i feel like all the random 1e-7 checks are pretty recent
@@CurcuitStore is there a way to contact with you through discord?
I might also have some cool stuff to share.
@kemytz not really sorry, this account is all i’m using atm,, i have emma;#6411 but i have no idea when i’d ever respond
cant wait for curcuit to find a method to double jump in vanilla minecraft tomorrow
it’s very funny how close that is to working in some really dumb situations
Wow, this will be definitely useful in parkour.
Please find more parkour related stuff!
That'd be a crazy hard jump, but technically possible in real time I guess. Quite revolutionary actually
curcuit the goat doing all the minecraft scientific research
very cool
much cooler than real life science
truth
i know this is totally different, but it reminded me of an actually humanly doable glitch with elytras
where on a server, if you like idk turn your angle up right as you hit the ground, you can jump with a higher velocity than you started with and basically gain infinite height without rockets. actually makes elytra movement a lot more fun imo
perhaps related to the slime glitch? (where you can like bounce twice as high on slime) idk it seems like some server velocity stuff
Can you link a video to this? Seems cool
i don’t know anything about how elytras work ngl, but it’s probably some kind of lag if it only works on servers,. server velocity might come into play if you take damage from it, but if not i don’t think it would be transferring anything. might just be client not updating landing fast enough after you hit the ground maybe? that’s all i can think of without looking tho
I always do it in survival lol but I think it's intended
@@CurcuitStore it's usually called Elytra Hopping/Jumping
i don't think it's a bug. when you elytra bounce, you don't lose velocity due to friction or any of that nonsense. but you can still gain speed by jumping and adding energy.
a simple example is with how you can easily jump on top of a fence with elytra. no movement keys needed, just space. your jumping energy is added to your falling energy or whatever and then you bounce up higher than the fence.
You're literally a genius ! Thank you
this is really cool
hope you feel better soon
What's the process you go through to find stuff like this? super cool as always
Hours of free time
there’s not much of a process tbh. sometimes i’ll have a random idea, or sometimes i’ll be looking at how something works and think “huh! that seems broken!” and with enough of those maybe i figure out how to make it work…
then ofc there’s actually testing it and pulling it off in game, which is a whole other thing and depends on what it is
All this time I thought Jesus had vape installed.
But in all seriousness, do you think that this mechanic would be around 45 strafe jump difficulty? I am super intrigued by this!
I'm not really sure, I've never tried either of those rta lol. The exact setup in this video would need two perfect pitches(prolly within 0.005 degrees) on two consecutive ticks + the inputs, but there might be easier ways to do it. There's a lot of other different angle/input combos that work, maybe even some that only require 1 angle if the trig table is kind
A 45 is a tick perfect strafe and turn with a semi lenient angle, water jumping is two tick perfect turns that aren't lenient(?). IMO, with what we know about it right now, this mechanic is quite a bit harder than a single 45, probably comparable to a triple 45?
Woah, amazing. I can't believe Minecraft TASing has gotten this far.
Do you reckon you'll make a video on this but with elytras? Pretty nifty stuff
probably if i get it to work, but i assume elytras will be a lot harder to find useful inputs for
I can do elytra jumps inconsistenly on legacy console, i just have to jump frame/tick perfectly when I land, it's probably lag based tho
Oh no false flags on unknown random ac
so true
More people should know about this and see this video, have a good day
Hey curcuit! I know this isn’t relevant to this video, but I made a video about perch oneshot RTA and made a description with some questions. I was curious if you know the answers to some of these questions as it seems with skill oneshot with perch could become viable in rta. Thanks ^-^
ngl i've not done anything with the perch version since recording the original video/description(th-cam.com/video/OaIesw4T7YE/w-d-xo.html ), but it def has the best chance of being viable. T Wagz did wayyy more stuff on it than I did, and I think he ended up with the same kinda setup with all the boats and audio/lag cues and stuffs.
The flap noises themselves won't be a consistent in a run since they depend on when exactly the dragon perches, but the takeoff would be consistent in relation to them and when it landed. Also idk how sounds work but is it possible the roars are just playing over the flaps? i don't think they're related, but i've never looked. Should be a two tick window tho, one before taking damage and one after, so the real solution is simply invent pause buffering or have a 10ms reaction time lol.
My original concerns with a lot of these tho is that the visual(and audio) stuff is all client based. And so even if you had the perfect cue and timing, if there's any server lag(like having a lot of velocity causes), it just doesn't matter or line up, as you've seen. Plus position desync stuff so even if you line up perfectly with the body/hitbox or f3+i it to get the exact position of the tickle spot, chances are it's still not accurate. Still hittable, but it's :( on top of all the actual rng
oki that was kinda a ted talk but most of my thoughts and hopefully it answered stuff lol, if not lemme know
@@CurcuitStore thank you
What's your process for finding stuff like this?... this stuff really fascinates me, I look in the codebase and wiki and just derp around until I find interesting things, which still yields fruit but I feel I could be more systematic it about it :p
honestly same, i just have a lot of free time to mess around xd. i kind of despise the code stuff, but almost everything i’ve come across comes from just reading a whole bunch of it,, sometimes i’ll look at things i already know are goofy in case they apply elsewhere(like for this!), or lead to other stuff, but i don’t usually intend to find anything tbh. i think a lot of these things just happen cuz of different niche parts interacting weirdly, and i just end up considering a lot of different (sometimes “basic”) parts and whether they make sense together. but idk it’s mostly a vibes thing lol
are you okay with the sickness??? pretty cool video, but i am concerned
@@CurcuitStoreoh :( hope you're ok
Time to put this in my housing
this is so obscure what the hell
Next most difficult parkour map incomming xD
I thought I would never see anyone actually use this. Unfortunately floating points are floating points and I wasn't ever able to replicate this
it's not that precise for floats to ever matter at all, just annoying because minecraft is impossible to work with lol
How difficult/consistent is this in practice?
the way i do it here would be very difficult, but there’s probably more rta friendly setups
how is this affected by dolphin's grace and depth strider?
it’s exactly the same you just go very speed
@@CurcuitStorefair, at what point does it become slower
@RichConnerGMN i think it’s always faster for getting out of the water, since all that happens is you just conserve more speed than normal. ik it’s faster to swim by chaining these too, but i’m tempted to say it’s just always better too, but i’m not as sure
Is this the thing they do in the ssg speedruns with water where they jump out? I don’t get why I can only do that half the time
nah, but i haven't watched many ssg runs to know what that is specifically
Revolutionary (maybe)
revolutionary (at the cost of having to do this every time i tas water movement now 😵💫)
revolutionary (at the cost of having to do this every time i tas water movement now 😵💫)
@@CurcuitStore get a macro to do it!!
Wow. Just… wow
how do you even find these things
i make them up for views and clout
what a coincidence I'm sick at the same time as well
omg twinsies!! wanna trade? (i am going to go insane)
can you do that in 1.8?
nah, the weird fake collision things were added in like 1.14
damn that's pretty cool
Mojang should add this
WGAT
gucci
;O
;)