Parkour Nomenclature: Difference between revisions
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== Ticks and Controls == <!--T:1-->
<!--T:2-->
{| class="wikitable"
!Term
Line 5 ⟶ 10:
!Definition
|-
|[[Special:MyLanguage/Ticks|Tick]]
|
|The standard unit of
Minecraft's physics and inputs are updated once every tick.
|-
|WASD
|
|The default movement controls (W=Forward, A=Left, S=Backward, D=Right)
|-
|Sprint
|ctrl
|An action that makes the player move 30% faster.
Activated by pressing the Sprint key (''default: Ctrl''), or by double-tapping W.
|-
|Sneak
|shift
|
Activated by pressing the Sneak key (''default: Shift'').
|-
|Strafe
|
|The action of moving sideways (with A or D), which can be combined with W or S.
|-
|[[Special:MyLanguage/Timings|Timing]]
|
|A simple sequence of inputs used to gain momentum.
Basic timings include jam (0t), headhitter (1t)... See [[Special:MyLanguage/Timings|Timings]] for a list.
|-
|[[Special:MyLanguage/Tapping|Tap]]
|
|Technique which involves moving in small intervals (1 or 2 ticks, usually while sneaking).
Used to set the player in an optimal position.
|}
== Position, Facing, and Measurements == <!--T:3-->
<!--T:4-->
{| class="wikitable"
!Term
!Alias
!Definition
|-
|Coordinates
|coords
|The player's coordinates, which can be seen using [[Special:MyLanguage/Debug Screen|F3]].
This term usually refers to a set of coordinates used to setup for a jump.
|-
|Facing
|
|The angle the player is looking at, in degrees.
In contrast, Direction is the angle the player is moving towards.
|-
|[[Special:MyLanguage/Collisions|X Facing]]
|x
|Refers to an object facing towards the X axis (East / West).
X-facing Obstacles are harder to avoid. (X Facing can be seen with [[Special:MyLanguage/Debug Screen|F3]])
|-
|[[Special:MyLanguage/Collisions|Z Facing]]
|z
|Refers to an object facing towards the Z axis (North / South).
Z-facing Obstacles are easier to avoid. (Z Facing can be seen with [[Special:MyLanguage/Debug Screen|F3]])
|-
|Block
|b
|The standard unit of distance in Minecraft.
This unit represents visual distance (in terms of blocks) but not necessarily the physical distance.
|-
|Pixel
|px
|A sub-unit of distance.
A pixel is 1/16th of a block, which is equal to 0.0625b
|-
|Meter
|m
|A meta-unit of distance, that represents distances more accurately.
<!--T:5-->
* The player's bounding box is 1.8 × 0.6 × 0.6 m³
* Accounting for the player's bounding box, a 4 block jump is actually 3.4 meters long
|}
== Jump Distance == <!--T:6-->
<!--T:7-->
{| class="wikitable"
!Term
!Alias
!Definition
|-
|Distance
|
|The distance of a jump, which is either given in...
<!--T:8-->
* Blocks (b), for a more visual, standard representation of jumps.
* Meters (m), for a more accurate representation of jump distance (accounting for the player's width of 0.6m).
|-
|Length
|# b
|The
|-
|Width
|x #
|The width of a jump
|-
|Height
| + #
|The height of a jump, in
In 1.8, the player can jump up at most 1.249b. In 1.9+, it's increased to 1.252b.
|-
|
|# x # + #
|The conventional notation for simple jumps. In order:
<!--T:9-->
# The Length
# The
# The Height (if nonzero)
<!--T:10-->
If the width and height are both zero, the convention is to add "b" after the length.
<!--T:11-->
Examples: 3b , 4x1 , 5-1 , 4+0.5 , 3x3+0.4375
|
== Ceilings == <!--T:12-->
<!--T:13-->
{| class="wikitable"
|-
|# Block Ceiling
Line 87 ⟶ 151:
|Designates the height of a ceiling (in blocks).
<!--T:14-->
* 2bc designated a ceiling that is 2 blocks high.
*3bc still affects the Player's movement.
<!--T:15-->
* 4bc is the same as no ceiling at all (doesn't affect jump height)
The player is 1.8m tall.
|-
|Headhitter
|hh
|A synonym for 2bc.
|-
|Trapdoor Headhitter
|tdhh
|A 2bc which is further lowered with a trapdoor
This ceiling height only leaves 0.0125b of room for the player to fit under
<!--T:16-->
which makes it the lowest ceiling a player can walk through in 1.8.
|}
== Momentum == <!--T:17-->
<!--T:18-->
{| class="wikitable"
|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.
<!--T:19-->
* 1bm is simply 1 block (1.6m of momentum).
<!--T:20-->
* 2bm is 2 consecutive blocks (2.6m of 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.
<!--T:21-->
* +0.125 is the lowest elevation momentum (11 tick cycle).
* +1 is the "default" elevation momentum (9 tick cycle).
* +1.1875 is the "maximum" elevation momentum (7 tick cycle).
|-
|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.
<!--T:22-->
It is commonly used for 1bm butterfly neos, but it can be useful for any kind of neo.
|-
|[[Special:MyLanguage/Backward Momentum|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).
|}
== Jump names == <!--T:23-->
<!--T:24-->
{| class="wikitable"
!Term
Line 110 ⟶ 244:
|Linear Jump
|
|A jump with no obstacles, that can be completed without turning (apart from using [[Special:MyLanguage/45 Strafe|45° Strafe]]).
|-
|Neo
Line 116 ⟶ 250:
|A jump that involves jumping around a wall.
"#" is the length of the wall
<!--T:25-->
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
Line 141 ⟶ 272:
|Cross Neo
|
|A jump that involves jumping around
|-
|Squeeze Jump
Line 157 ⟶ 279:
|}
== Movement mechanics and glitches == <!--T:26-->
<!--T:27-->
{| class="wikitable"
!Term
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This changes the player's direction without turning the mouse.
|-
|[[Special:MyLanguage/45 Strafe|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.
|-
|[[Special:MyLanguage/Stepping|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.
|-
|[[Special:MyLanguage/Blip|Blip]]
|
|A glitch which involves landing between two blocks of different height. Caused by stepping.
This can result in the player "landing mid-air",
|-
|[[Special:MyLanguage/Jump Cancel|Jump Cancel]]
|
|A mechanic/glitch that involves jumping into a ceiling or
This can cancel the player's upward momentum,
|-
|Grinding
|
|The process of chaining multiple Jump Cancels
There are two types:
<!--T:28-->
* "Stair grinding" (called ''Slab Boost''), often used on stairs.
* "Ceiling grinding" (often just ''Grinding''), which is a lot harder to perform.
|}
== Technical parkour terms == <!--T:29-->
<!--T:30-->
{| class="wikitable"
!Term
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!Definition
|-
|Duration
|
|The
The
<!--T:31-->
For example: A flat jump has a duration of 12 ticks, a +1 jump is 9 ticks, and a 2bc jump is 3 ticks.
|-
|[[Special:MyLanguage/Tiers|Tier]]
|
|A more intuitive representation of
<!--T:32-->
* Tier 0 corresponds to flat jumps, by convention.
<!--T:33-->
* Positive tiers correspond to jumps with positive height.
<!--T:34-->
* Negative tiers correspond to jumps with negative height.
|-
|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).
<!--T:35-->
Entities have a single bounding box (the player's bounding box is 0.6×1.8×0.6).
|-
|[[Special:MyLanguage/Collisions|Collision Box]]
|
|A volume of space that the player can physically collide with, specific to [[Special:MyLanguage/blocks|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.
|-
|[[Special:MyLanguage/Angles|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).
<!--T:36-->
A significant angle covers approximately 0.0055°.
|-
|[[Special:MyLanguage/Angles|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.
|}
== Parkour map terminology == <!--T:37-->
<!--T:38-->
{| class="wikitable"
!Term
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|Transition # - #
|t #-#
|A transition between two rooms, which is
|}
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|
Latest revision as of 08:17, 21 August 2021
Ticks and Controls
Term | Alias | Definition |
---|---|---|
Tick | t | The standard unit of time in Minecraft, equal to 50ms.
Minecraft's physics and inputs are updated once every tick. |
WASD | The default movement controls (W=Forward, A=Left, S=Backward, D=Right) | |
Sprint | ctrl | An action that makes the player move 30% faster.
Activated by pressing the Sprint key (default: Ctrl), or by double-tapping W. |
Sneak | shift | An action that makes the player move 70% slower, and prevents the player from falling off.
Activated by pressing the Sneak key (default: Shift). |
Strafe | The action of moving sideways (with A or D), which can be combined with W or S. | |
Timing | A simple sequence of inputs used to gain momentum.
Basic timings include jam (0t), headhitter (1t)... See Timings for a list. | |
Tap | Technique which involves moving in small intervals (1 or 2 ticks, usually while sneaking).
Used to set the player in an optimal position. |
Position, Facing, and Measurements
Term | Alias | Definition |
---|---|---|
Coordinates | coords | The player's coordinates, which can be seen using F3.
This term usually refers to a set of coordinates used to setup for a jump. |
Facing | The angle the player is looking at, in degrees.
In contrast, Direction is the angle the player is moving towards. | |
X Facing | x | Refers to an object facing towards the X axis (East / West).
X-facing Obstacles are harder to avoid. (X Facing can be seen with F3) |
Z Facing | z | Refers to an object facing towards the Z axis (North / South).
Z-facing Obstacles are easier to avoid. (Z Facing can be seen with F3) |
Block | b | The standard unit of distance in Minecraft.
This unit represents visual distance (in terms of blocks) but not necessarily the physical distance. |
Pixel | px | A sub-unit of distance.
A pixel is 1/16th of a block, which is equal to 0.0625b |
Meter | m | A meta-unit of distance, that represents distances more accurately.
|
Jump Distance
Term | Alias | Definition |
---|---|---|
Distance | The distance of a jump, which is either given in...
| |
Length | # b | The length of a jump (i.e. the longest side), in blocks. |
Width | x # | The width of a jump (i.e. the shortest side), in blocks. |
Height | + # | The height of a jump, in blocks.
In 1.8, the player can jump up at most 1.249b. In 1.9+, it's increased to 1.252b. |
Jump format | # x # + # | The conventional notation for simple jumps. In order:
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 |
Ceilings
# Block Ceiling | # bc | Designates the height of a ceiling (in blocks).
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. |
Momentum
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). |
Jump names
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. |
Movement mechanics and glitches
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:
|
Technical parkour terms
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. |
Parkour map terminology
Term | Alias | Definition |
---|---|---|
Checkpoint | cp | A position the player can teleport back to. |
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. |