Super bouncing: Difference between revisions

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To perform a super bounce, a player must trigger a crouching glitch.<ref>[http://www.youtube.com/watch?v=aaz7taE1yNY '''YouTube:''' Halo 2 Super Bouncing Tutorial]</ref> After the glitch has been triggered, they should run around and find any kind of polygon seam. It need not be a sharp edge or corner; any "line" between surfaces will do. The player should then jump and land directly on this "line". When they land, they will be launched into the air.
To perform a super bounce, a player must trigger a crouching glitch.<ref>[http://www.youtube.com/watch?v=aaz7taE1yNY '''YouTube:''' Halo 2 Super Bouncing Tutorial]</ref> After the glitch has been triggered, they should run around and find any kind of polygon seam. It need not be a sharp edge or corner; any "line" between surfaces will do. The player should then jump and land directly on this "line". When they land, they will be launched into the air.


The crouching glitch appears to alter or affect the player's physics, such that when they jump onto the polygon seam, they sink into the level. The game corrects this by applying a large amount of force (an [[Wikipedia:impulse|impulse]]) to the player's model.<ref group="note"><p>Collision-related physics as they are implemented in video games are executed in three stages. The first stage is detection: the physics engine must know when two objects collide. However, knowing is not enough -- by the time the collision is detected, the two objects will likely be intersecting. The game engine must fix this problem, and extricate the objects from one another; this would be the second stage. A typical solution to this problem is to very briefly apply a massive amount of force (commonly called an "impulse") to free the objects from one another. After that, there is the third stage, whose effects are actually perceptible; here, the computer "bounces" the objects off of each other, applying the appropriate amount of deformations, friction, etc.</p><p>When this glitch happens, the player is significantly embedded into the level geometry. Because they are intersecting the geometry a lot, an ''extremely'' massive amount of force (as opposed to a regularly massive amount of force) must be applied. This force has the side-effect of affecting the player's momentum, such that the player continues to move out of the surface and into the air.</p></ref> However, this has the unwanted side-effect of launching the player into the air (due to the massive amount of force required to free the player from the level geometry).
The crouching glitch appears to alter or affect the player's physics, such that when they jump onto the polygon seam, they sink into the level. The game corrects this by applying a large amount of force (an [[Wikipedia:impulse|impulse]]) to the player's model.{{Ref/Note|<p>Collision-related physics as they are implemented in video games are executed in three stages. The first stage is detection: the physics engine must know when two objects collide. However, knowing is not enough -- by the time the collision is detected, the two objects will likely be intersecting. The game engine must fix this problem, and extricate the objects from one another; this would be the second stage. A typical solution to this problem is to very briefly apply a massive amount of force (commonly called an "impulse") to free the objects from one another. After that, there is the third stage, whose effects are actually perceptible; here, the computer "bounces" the objects off of each other, applying the appropriate amount of deformations, friction, etc.</p><p>When this glitch happens, the player is significantly embedded into the level geometry. Because they are intersecting the geometry a lot, an ''extremely'' massive amount of force (as opposed to a regularly massive amount of force) must be applied. This force has the side-effect of affecting the player's momentum, such that the player continues to move out of the surface and into the air.</p>}} However, this has the unwanted side-effect of launching the player into the air (due to the massive amount of force required to free the player from the level geometry).


Often, a player will land in very high areas that were never meant to be accessible. Occasionally, the player will fall through the level and be killed by the [[The Guardians]]. In other cases, the player will die when they land on the polygon seam, and the game will count it as a suicide.
Often, a player will land in very high areas that were never meant to be accessible. Occasionally, the player will fall through the level and be killed by the [[The Guardians]]. In other cases, the player will die when they land on the polygon seam, and the game will count it as a suicide.