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Math for Game Programmers: Building A Better Jump
In 2D and 3D platforming games, the trajectory and feel of the avatar's jump is the foundation upon which all other control sensation builds. In this session, we show how to construct natural-feeling jump trajectories from designer-friendly input like desired height and distance, modeled programmatically using one of a few available integration methods. We extend these principles to facilitate irregular or non-parabolic jumps, such as varying jump height based on player input or falling rapidly beyond the peak of a jump.
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