

That is due to the different operational logics of these two competing engines, even though they were created for the same purpose (FPS games). Thus games that share the same engine often share a lot of the same operational logics fans of First Person Shooter games who grew up with Quake engine games might find character movement in similar games that employ the Unreal engine to be jarring and vice versa. The features that these engines support create the foundation for its operational logics. Game engines are often created with particular games and game types in mind. In the article, the authors approach the subject through the perspective of operational logics. Although the developers of the game viewed the technique as a bug, whose exploitation conflicted with their vision of how the game should be played, they opted to leave it in game due to player base’s insistence on leaving it in the game.
Define strafe mod#
Not only did the technique give players a competitive edge against those who did or could not use it, the exhilarating sense of speed it gave them inspired players to create maps and mods based entirely on swift and graceful movement, such as the Quake III Arena mod DeFrag. Players quickly adopted the use of this unintended “mechanic” after it was discovered. Strafe jumping not only allows players to move through stages faster, it also allows them to make leaps through chasms that would normally be impassable.

Define strafe software#
Authors Dylan Lederle-Ensign and Noah Wardrip-Fruin cover the exploits’ transformation from a bug to a feature in their article “ What is Strafe Jumping? idTech3 and the Game Engine as Software Platform”. By jumping repeatedly in certain patterns, players are able to increase their avatars’ velocity beyond the normal limit. The technique is based on the way the game calculates friction and player velocity. Strafe jumping is a technique that allows Quake players to achieve a speed level normally unobtainable in the game by exploiting a bug in the game’s physics engine. From bug to a feature: strafejumping and the legacy of Quake engine bugs.
