アスレチック用語
Tick・操作
用語 | 別名 | 定義 |
---|---|---|
Tick | t | Minecraft内の時間の基本単位で、0.05秒に相当する。
プレイヤーの動きや入力はtickごとに更新される。 |
WASD | デフォルトの操作キー(W=前、A=左、S=後ろ、D=右)。 | |
ダッシュ | 移動速度が30%上がる動作。
ダッシュキー(デフォルトではコントロール)を押すか、Wを二度押しすると発動する。 | |
スニーク | シフト | 移動速度が70%下がり、ブロックの端から落ちなくなる動作。
スニークキー(デフォルトではシフト)を押すと発動する。 |
Strafe | (A/Dでの)左右移動、W/Sと組み合わせられる。 | |
Timing | 速度を得るための、シンプルな一連のキー入力。
基本的なものは同時押し(0t)、ずらし(1t)など。 一覧はTimingを参照。 | |
Tap | 短い時間(通常は1か2tick)動く技術。
細かい位置調整に使われる。 |
位置・向き・距離
用語 | 別名 | 定義 |
---|---|---|
座標 | coords | F3で表示できる、プレイヤーの座標。
通常、ジャンプのセットアップに使われる複数の座標をまとめて指す。 |
向き | プレイヤーが向いている角度。
対して、Directionはプレイヤーが動いている角度。 | |
東西方向 | x | X軸方向の物体を指す。
東西方向の障害物は回避しにくい(方向は F3で確認できる)。 |
南北方向 | z | Z軸方向の物体を指す。
南北方向の障害物は回避しやすい(方向は F3で確認できる)。 |
マス ブロック |
b | Minecraft内の距離の基本単位。
ブロックの視覚的な距離を表すもので、実際の距離とは異なる場合がある。 |
ドット | px | 距離のサブ単位。
1ドットは1bの1/16で、0.0625bに相当する。 |
メートル | m | 距離のメタ単位で、距離をより正確に表せる。
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ジャンプの距離
用語 | 別名 | 定義 |
---|---|---|
距離 | ジャンプの距離で、以下の単位で表される:
| |
長さ | # b | ジャンプの長さ(つまり長い方)、単位はブロック。 |
幅 | x # | ジャンプの横幅(つまり短い方) 、単位はブロック。 |
高さ | +/- # #上/下 |
ジャンプの高さ、単位はブロック。
1.8では、1.249bの高さまでジャンプできる。1.9以降は1.252b。 |
ジャンプの書式 | # x # + # | シンプルなジャンプの記述に使われる慣用的な表記法。順序は:
If the width and height are both zero, the convention is to add "b" after the length. Examples: 3b , 4x1 , 5-1 , 4+0.5 , 3x3+0.4375 |
天井
# マス天井 | # bc | 天井の高さを表す(単位はブロック)。
The player is 1.8m tall. |
Headhitter | hh | A synonym for 2bc. |
Trapdoor Headhitter | tdhh | A 2bc which is further lowered with a trapdoor (1.8125bc)
This ceiling height only leaves 0.0125b of room for the player to fit under, which makes it the lowest ceiling a player can walk through in 1.8. |
助走
Momentum | mm | 1) The speed gained and conserved by moving.
2) The space given to gain enough speed for a jump. |
# Block Momentum | # bm | Designates the distance given to gain momentum.
|
Flat Momentum | flat mm | The "standard" momentum setup, where the momentum space is flat ground (12 tick cycle). |
Elevation Momentum | A more efficient momentum setup, where the momentum space is elevated at each step.
| |
Headhitter Momentum | hh mm | A very efficient momentum setup (3 tick cycle). |
Trapdoor-Headhitter Momentum | tdhh mm | The most efficient momentum setup (2 tick cycle). |
Backwalled | An adjective which indicates that a momentum has a wall at its back, which reduces the momentum space. | |
Sidestep | Technique which involves jumping sideways when gaining momentum.
This has two advantages: it utilises 45° strafe, and makes the turning more consistent. It is commonly used for 1bm butterfly neos, but it can be useful for any kind of neo. | |
Backward Momentum | bwmm | Technique which involves moving backward to "increase momentum space" before jumping.
This is useful on a short momentum, and is even necessary for some jumps (e.g., 2bm triple neo). |
ジャンプの名前
Term | Alias | Definition |
---|---|---|
Linear Jump | A jump with no obstacles, that can be completed without turning (apart from using 45° Strafe). | |
Neo | #b neo | A jump that involves jumping around a wall.
"#" is the length of the wall Example: 2b neo (commonly referred to as "double neo") |
Winged Neo | A neo that has its wall extended outwards. | |
Nix Neo | A neo which has its wall and landing extended outwards. | |
Reverse Nix Neo | A neo which has its wall and momentum extended outwards. | |
Butterfly Neo | A neo with panes on its side. | |
Cross Neo | A jump that involves jumping around a corner. | |
Squeeze Jump | A jump that involves jumping through a small gap. |
動きの仕組みとバグ
Term | Alias | Definition |
---|---|---|
Strafe | A | D | The action of "strafing" left or right while moving forward.
This changes the player's direction without turning the mouse. |
45° Strafe | 45° | The action of turning 45°, while strafing accordingly.
This technique allows the player to move further (up to 2%) but is hard to do consistently. |
Stepping | step-assist | A mechanic that assists the player in stepping up low obstacles (slabs, stairs...).
The player can step up at most 0.6b without jumping. |
Blip | A glitch which involves landing between two blocks of different height. Caused by stepping.
This can result in the player "landing mid-air", making them able to jump with initial height. | |
Jump Cancel | A mechanic/glitch that involves jumping into a ceiling or step. Caused by stepping.
This can cancel the player's upward momentum, making them able to jump again sooner. | |
Grinding | The process of chaining multiple Jump Cancels to gain momentum.
There are two types:
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技術的な用語
Term | Alias | Definition |
---|---|---|
Duration | The duration of a jump is the number of ticks between jumping and landing.
The duration depends on the jump's height. For example: A flat jump has a duration of 12 ticks, a +1 jump is 9 ticks, and a 2bc jump is 3 ticks. | |
Tier | A more intuitive representation of jump duration
| |
Bounding Box | An axis-aligned cuboid, represented by a minimum and maximum value for the X, Y, and Z axes.
Most blocks are simple enough that they consist of a single bounding box, but they might use more (e.g., stairs). Entities have a single bounding box (the player's bounding box is 0.6×1.8×0.6). | |
Collision Box | A volume of space that the player can physically collide with, specific to blocks though some entities also have one (e.g., boats).
A collision box consists of one or multiple bounding boxes; The player's bounding box is not meant to intersect those. | |
Significant angle | Minecraft works with a limited number of angles for calculations. There are precisely 65536 significant angles.
The player's rotation is stored as floats (of which there are much more than 65536). A significant angle covers approximately 0.0055°. | |
Half angle | An extremely precise glitch that exploits the trigonometric functions as defined in Minecraft.
Involves looking at a precise angle between two significant angles (e.g. 135.0055°) to (very slightly) increase movement speed. |
マップ用語
用語 | 別名 | 定義 |
---|---|---|
チェックポイント | cp | プレイヤーがテレポートで戻れる場所。 |
Failsafe | fs | A loose type of checkpoint, which only allows partial recovery. |
Life or Death | l/d | Decribes a section that is not failsafed.
If the player fails it, they will lose some progress. |
Room # | r # | A common term for referring to a specific subsection in a course. |
Transition # - # | t #-# | A transition between two rooms, which is sometimes l/d. |