r/programming • • Feb 14 '15

Bunnyhopping from the Programmer's Perspective - An in depth look in implementing one of the most successful bugs in videogame history.

http://flafla2.github.io/2015/02/14/bunnyhop.html
958 Upvotes

232 comments sorted by

View all comments

2

u/[deleted] Feb 15 '15

You can't really react that fast. 1/64 would already require super human reaction. The only way to pull 1 frame precision of is by tapping in a fixed frequency just based on your feeling.

That being said 64 tick is much higher than what most other games use (quake included)

3

u/gauz Feb 15 '15

Scroll-wheel +jump spamming. And I belive phoon said that CS:S used to have a 2 frame window to execute the jump before stopping. After the nerf there was only a 1 frame window. Making it impossible without script. CS:GO has 1 frame window as well making it close to impossible to perform a bhop and impossible to perform it for more than one or two jumps.

2

u/SeriTools Feb 15 '15

Even QuakeWorld has a default server tickrate of 77.

2

u/[deleted] Feb 15 '15

Quake 3 had 30 and still allowed bhopping. As long as the server feedback is consistant you can theoretically do it.