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Half-Life game physics described in excruciating detail!

Home Page: https://www.jwchong.com/hl/

Python 31.53% Shell 0.62% HTML 2.14% TeX 61.81% JavaScript 3.89%
engine-internals half-life movement-physics physics strafing

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hldoc's Issues

General research topics

General research

This issue tracks the largely unexplored but important high level topics to be researched on. This list is not exhaustive, as the number of things we could possibly research and write on is practically infinite.

Difficulty Meaning
Low Requires a few hours worth of effort to gain a thorough understanding
Medium Requires a few days worth of focused effort to gain a thorough understanding
High Requires a few days to a few weeks worth of focused effort, while possessing prerequisite knowledge and skills, to gain a reasonable level of understanding
Very high Requires a few weeks to a few months worth of focused effort, while possessing deep prerequisite knowledge and skills, to gain a reasonable level of understanding
Extremely high Requires months or years of focused effort, while possessing expert-level understanding of relevant Half-Life physics and very well trained on specific mathematical skills, to make meaningful contributions

Engine internals

Engine internals are generally tedious to research on due to the unavailability of source code.

Topic Issues Difficulty
Loading, saving, level change High
Save warping Medium
BSP collision structure in memory High
Tracing High
Frame walkthrough High
0ms frames Medium
Network messages and DELTA Medium
Demos Medium

Movement physics

Naturally, movement physics are some of the most maths-heavy parts of Half-Life physics, and thus some of these topics may be very difficult and require a high level of skill and knowledge.

Topic Issues Difficulty
Surfing Extremely high
Ducktapping on stairs High
Entity movements Medium
Base velocity Medium
Optimal ladder side exit High
Optimal tight strafing Very high
Optimal vent movement with bunnyhop cap High
Optimal damage boost timing High
Computing optimal route Extremely high
Constrained vectorial compensation High
Implementation of autoactions High
Characterising human strafing Very high

Weapons

Some of these topics may require some mathematics, and others may require an understanding of engine internals.

Topic Issues Difficulty
Optimal snark climbing Very high
Hornet manipulation and penetration Medium
Crowbar Low
Exact selfgauss conditions High
Exact nuking conditions High
Tripmines Low
Rockets Medium
Mid-air projectile collisions Very high

Entities

Understanding entities may require venturing into the engine, which again, may be tedious.

Topic Issues Difficulty
func_wall vs worldspawn Medium
trigger_once and trigger_multiple Medium
trigger_push Medium
How moving platforms carry entities Medium
func_rotating (and friends) crushing mechanism Medium
Multimanager and scripting Medium

Monsters

A monster refers to an entity that has an AI, both friendly and unfriendly. Researching on AI can be very tedious due to the complex interactions between different parts of the code.

Topic Issues Difficulty
Reproducing HL21's gonarch Very high
Node graphs and monster movements High
Enemy behaviour High
Talkmonster behaviour High
Why models affects behaviour High
Ammo duplication with save loading, and reportedly without High

TAS

TAS topics are generally long term.

Topic Issues Difficulty
Better TAS process and tools Very high
Application of ML Extremely high

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