Parkour Nomenclature: Difference between revisions
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<languages/> |
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<!--T:2--> |
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{| class="wikitable" |
{| class="wikitable" |
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!Term |
!Term |
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!Definition |
!Definition |
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|- |
|- |
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|[[Ticks|Tick]] |
|[[Special:MyLanguage/Ticks|Tick]] |
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|t |
|t |
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|The standard unit of time in Minecraft, equal to 50ms. |
|The standard unit of time in Minecraft, equal to 50ms. |
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|Strafe |
|Strafe |
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|The action of moving sideways (with A or |
|The action of moving sideways (with A or D), which can be combined with W or S. |
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|- |
|- |
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|[[Timings|Timing]] |
|[[Special:MyLanguage/Timings|Timing]] |
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|A simple sequence of inputs used to gain momentum. |
|A simple sequence of inputs used to gain momentum. |
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Basic timings include jam (0t), headhitter (1t)... See [[Timings]] for a list. |
Basic timings include jam (0t), headhitter (1t)... See [[Special:MyLanguage/Timings|Timings]] for a list. |
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|- |
|- |
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|[[Tapping|Tap]] |
|[[Special:MyLanguage/Tapping|Tap]] |
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|Technique which involves moving in small intervals (1 or 2 ticks, usually while sneaking). |
|Technique which involves moving in small intervals (1 or 2 ticks, usually while sneaking). |
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== Position, Facing, and Measurements == |
== Position, Facing, and Measurements == <!--T:3--> |
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<!--T:4--> |
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{| class="wikitable" |
{| class="wikitable" |
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!Term |
!Term |
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|Coordinates |
|Coordinates |
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|coords |
|coords |
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|The player's coordinates, which can be seen using [[Debug Screen|F3]]. |
|The player's coordinates, which can be seen using [[Special:MyLanguage/Debug Screen|F3]]. |
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This term usually refers to a set of coordinates used to setup for a jump. |
This term usually refers to a set of coordinates used to setup for a jump. |
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|- |
|- |
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In contrast, Direction is the angle the player is moving towards. |
In contrast, Direction is the angle the player is moving towards. |
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|- |
|- |
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|[[Collisions|X Facing]] |
|[[Special:MyLanguage/Collisions|X Facing]] |
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|x |
|x |
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|Refers to an object facing towards the X axis (East / West). |
|Refers to an object facing towards the X axis (East / West). |
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X-facing Obstacles are harder to avoid. (X Facing can be seen with [[Debug Screen|F3]]) |
X-facing Obstacles are harder to avoid. (X Facing can be seen with [[Special:MyLanguage/Debug Screen|F3]]) |
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|- |
|- |
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|[[Collisions|Z Facing]] |
|[[Special:MyLanguage/Collisions|Z Facing]] |
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|z |
|z |
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|Refers to an object facing towards the Z axis (North / South). |
|Refers to an object facing towards the Z axis (North / South). |
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Z-facing Obstacles are easier to avoid. (Z Facing can be seen with [[Debug Screen|F3]]) |
Z-facing Obstacles are easier to avoid. (Z Facing can be seen with [[Special:MyLanguage/Debug Screen|F3]]) |
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|- |
|- |
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|Block |
|Block |
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|A meta-unit of distance, that represents distances more accurately. |
|A meta-unit of distance, that represents distances more accurately. |
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* The player's bounding box is 1.8 × 0.6 × 0.6 m³ |
* The player's bounding box is 1.8 × 0.6 × 0.6 m³ |
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* Accounting for the player's bounding box, a 4 block jump is actually 3.4 meters long |
* Accounting for the player's bounding box, a 4 block jump is actually 3.4 meters long |
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== Jump Distance == |
== Jump Distance == <!--T:6--> |
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<!--T:7--> |
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{| class="wikitable" |
{| class="wikitable" |
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!Term |
!Term |
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|The distance of a jump, which is either given in... |
|The distance of a jump, which is either given in... |
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* Blocks (b), for a more visual, standard representation of jumps. |
* Blocks (b), for a more visual, standard representation of jumps. |
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* Meters (m), for a more accurate representation of jump distance (accounting for the player's width of 0.6m). |
* Meters (m), for a more accurate representation of jump distance (accounting for the player's width of 0.6m). |
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|The conventional notation for simple jumps. In order: |
|The conventional notation for simple jumps. In order: |
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<!--T:9--> |
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# The Length |
# The Length |
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# The Width (if nonzero) |
# The Width (if nonzero) |
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# The Height (if nonzero) |
# The Height (if nonzero) |
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<!--T:10--> |
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If the width and height are both zero, the convention is to add "b" after the length. |
If the width and height are both zero, the convention is to add "b" after the length. |
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<!--T:11--> |
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Examples: 3b , 4x1 , 5-1 , 4+0.5 , 3x3+0.4375 |
Examples: 3b , 4x1 , 5-1 , 4+0.5 , 3x3+0.4375 |
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|} |
|} |
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== Ceilings == |
== Ceilings == <!--T:12--> |
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<!--T:13--> |
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{| class="wikitable" |
{| class="wikitable" |
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|Designates the height of a ceiling (in blocks). |
|Designates the height of a ceiling (in blocks). |
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* 2bc designated a ceiling that is 2 blocks high. |
* 2bc designated a ceiling that is 2 blocks high. |
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*3bc still affects the Player's movement. |
*3bc still affects the Player's movement. |
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<!--T:15--> |
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* 4bc is the same as no ceiling at all (doesn't affect jump height) |
* 4bc is the same as no ceiling at all (doesn't affect jump height) |
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The player is 1.8m tall. |
The player is 1.8m tall. |
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This ceiling height only leaves 0.0125b of room for the player to fit under, |
This ceiling height only leaves 0.0125b of room for the player to fit under, |
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which makes it the lowest ceiling a player can walk through in 1.8. |
which makes it the lowest ceiling a player can walk through in 1.8. |
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|} |
|} |
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== Momentum == |
== Momentum == <!--T:17--> |
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<!--T:18--> |
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{| class="wikitable" |
{| class="wikitable" |
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|Momentum |
|Momentum |
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|Designates the distance given to gain momentum. |
|Designates the distance given to gain momentum. |
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* 1bm is simply 1 block (1.6m of momentum). |
* 1bm is simply 1 block (1.6m of momentum). |
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<!--T:20--> |
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* 2bm is 2 consecutive blocks (2.6m of momentum). |
* 2bm is 2 consecutive blocks (2.6m of momentum). |
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|A more efficient momentum setup, where the momentum space is elevated at each step. |
|A more efficient momentum setup, where the momentum space is elevated at each step. |
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* +0.125 is the lowest elevation momentum (11 tick cycle). |
* +0.125 is the lowest elevation momentum (11 tick cycle). |
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* +1 is the "default" elevation momentum (9 tick cycle). |
* +1 is the "default" elevation momentum (9 tick cycle). |
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This has two advantages: it utilises 45° strafe, and makes the turning more consistent. |
This has two advantages: it utilises 45° strafe, and makes the turning more consistent. |
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It is commonly used for 1bm butterfly neos, but it can be useful for any kind of neo. |
It is commonly used for 1bm butterfly neos, but it can be useful for any kind of neo. |
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|- |
|- |
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|[[Backward Momentum]] |
|[[Special:MyLanguage/Backward Momentum|Backward Momentum]] |
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|bwmm |
|bwmm |
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|Technique which involves moving backward to "increase momentum space" before jumping. |
|Technique which involves moving backward to "increase momentum space" before jumping. |
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== Jump names == |
== Jump names == <!--T:23--> |
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{| class="wikitable" |
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!Term |
!Term |
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|Linear Jump |
|Linear Jump |
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|A jump with no obstacles, that can be completed without turning (apart from using [[45 Strafe|45° Strafe]]). |
|A jump with no obstacles, that can be completed without turning (apart from using [[Special:MyLanguage/45 Strafe|45° Strafe]]). |
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|- |
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|Neo |
|Neo |
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"#" is the length of the wall |
"#" is the length of the wall |
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Example: 2b neo (commonly referred to as "double neo") |
Example: 2b neo (commonly referred to as "double neo") |
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|- |
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== Movement mechanics and glitches == |
== Movement mechanics and glitches == <!--T:26--> |
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<!--T:27--> |
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{| class="wikitable" |
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!Term |
!Term |
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This changes the player's direction without turning the mouse. |
This changes the player's direction without turning the mouse. |
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|- |
|- |
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|[[45 Strafe|45° Strafe]] |
|[[Special:MyLanguage/45 Strafe|45° Strafe]] |
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|45° |
|45° |
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|The action of turning 45°, while strafing accordingly. |
|The action of turning 45°, while strafing accordingly. |
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This technique allows the player to move further (up to 2%) but is hard to do consistently. |
This technique allows the player to move further (up to 2%) but is hard to do consistently. |
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|- |
|- |
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|[[Stepping]] |
|[[Special:MyLanguage/Stepping|Stepping]] |
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|step-assist |
|step-assist |
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|A mechanic that assists the player in stepping up low obstacles (slabs, stairs...). |
|A mechanic that assists the player in stepping up low obstacles (slabs, stairs...). |
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The player can step up at most 0.6b without jumping. |
The player can step up at most 0.6b without jumping. |
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|- |
|- |
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|[[Blip]] |
|[[Special:MyLanguage/Blip|Blip]] |
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|A glitch which involves landing between two blocks of different height. Caused by stepping. |
|A glitch which involves landing between two blocks of different height. Caused by stepping. |
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This can result in the player "landing mid-air", making them able to jump with initial height. |
This can result in the player "landing mid-air", making them able to jump with initial height. |
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|- |
|- |
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|[[Jump Cancel]] |
|[[Special:MyLanguage/Jump Cancel|Jump Cancel]] |
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|A mechanic/glitch that involves jumping into a ceiling or step. Caused by stepping. |
|A mechanic/glitch that involves jumping into a ceiling or step. Caused by stepping. |
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There are two types: |
There are two types: |
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* "Stair grinding" (called ''Slab Boost''), often used on stairs. |
* "Stair grinding" (called ''Slab Boost''), often used on stairs. |
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* "Ceiling grinding" (often just ''Grinding''), which is a lot harder to perform. |
* "Ceiling grinding" (often just ''Grinding''), which is a lot harder to perform. |
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== Technical parkour terms == |
== Technical parkour terms == <!--T:29--> |
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!Term |
!Term |
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The duration depends on the jump's height. |
The duration depends on the jump's height. |
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For example: A flat jump has a duration of 12 ticks, a +1 jump is 9 ticks, and a 2bc jump is 3 ticks. |
For example: A flat jump has a duration of 12 ticks, a +1 jump is 9 ticks, and a 2bc jump is 3 ticks. |
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|- |
|- |
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|[[Tiers|Tier]] |
|[[Special:MyLanguage/Tiers|Tier]] |
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|A more intuitive representation of jump duration |
|A more intuitive representation of jump duration |
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* Tier 0 corresponds to flat jumps, by convention. |
* Tier 0 corresponds to flat jumps, by convention. |
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* Positive tiers correspond to jumps with positive height. |
* Positive tiers correspond to jumps with positive height. |
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* Negative tiers correspond to jumps with negative height. |
* Negative tiers correspond to jumps with negative height. |
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|- |
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Most blocks are simple enough that they consist of a single bounding box, but they might use more (e.g., stairs). |
Most blocks are simple enough that they consist of a single bounding box, but they might use more (e.g., stairs). |
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<!--T:35--> |
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Entities have a single bounding box (the player's bounding box is 0.6×1.8×0.6). |
Entities have a single bounding box (the player's bounding box is 0.6×1.8×0.6). |
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|[[Collisions|Collision Box]] |
|[[Special:MyLanguage/Collisions|Collision Box]] |
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|A volume of space that the player can physically collide with, specific to [[blocks]] though some entities also have one (e.g., boats). |
|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). |
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A collision box consists of one or multiple bounding boxes; The player's bounding box is not meant to intersect those. |
A collision box consists of one or multiple bounding boxes; The player's bounding box is not meant to intersect those. |
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|- |
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|[[Angles|Significant angle]] |
|[[Special:MyLanguage/Angles|Significant angle]] |
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|Minecraft works with a limited number of angles for calculations. There are precisely 65536 significant angles. |
|Minecraft works with a limited number of angles for calculations. There are precisely 65536 significant angles. |
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The player's rotation is stored as floats (of which there are much more than 65536). |
The player's rotation is stored as floats (of which there are much more than 65536). |
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A significant angle covers approximately 0.0055 |
A significant angle covers approximately 0.0055°. |
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|[[Angles|Half angle]] |
|[[Special:MyLanguage/Angles|Half angle]] |
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|An extremely precise glitch that exploits the trigonometric functions as defined in Minecraft. |
|An extremely precise glitch that exploits the trigonometric functions as defined in Minecraft. |
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Involves looking at a precise angle between two significant angles (e.g. 135.0055°) to slightly increase movement speed. |
Involves looking at a precise angle between two significant angles (e.g. 135.0055°) to (very slightly) increase movement speed. |
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== Parkour map terminology == |
== Parkour map terminology == <!--T:37--> |
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!Term |
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|A transition between two rooms, which is sometimes l/d. |
|A transition between two rooms, which is sometimes l/d. |
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</translate> |
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. |