Parkour Nomenclature: Difference between revisions
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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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== Jump Terms == |
== Jump Terms == |
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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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== Jump Names == |
== Jump Names == |
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|Linear Jump |
|Linear Jump |
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|A jump with no obstacles, that can be completed without turning. |
|A jump with no obstacles, that can be completed without turning (apart from using [[45 Strafe|45° Strafe]]). |
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|Neo |
|Neo |
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|A jump that involves jumping around an edge. |
|A jump that involves jumping around an edge. |
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This can be thought of as a neo that is rotated 45°. |
This can be thought of as a neo that is rotated 45°. |
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|Ladder Jump |
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|A jump that involves ladders mechanics. |
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|Water Jumps |
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|A jump that involves water mechanics. |
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|Squeeze Jump |
|Squeeze Jump |
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|A jump that involves jumping through a small gap. |
|A jump that involves jumping through a small gap. |
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== Timing == |
== Timing == |
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Sneak is then released, and Jump is pressed one tick later. |
Sneak is then released, and Jump is pressed one tick later. |
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== Techniques and Glitches == |
== Techniques and Glitches == |
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|bwmm |
|bwmm |
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|The process of moving backward to gain momentum potential. |
|The process of moving backward to gain momentum potential. |
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This is useful on a short momentum, and is even necessary for some jumps ( |
This is useful on a short momentum, and is even necessary for some jumps (e.g., 2bm triple neo). |
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|Sidestep |
|Sidestep |
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* Ceiling grinding, which is a lot harder to perform. |
* Ceiling grinding, which is a lot harder to perform. |
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== Technical Parkour Terms == |
== Technical Parkour Terms == |
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|Bounding Box |
|Bounding Box |
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|An axis-aligned cuboid, represented by a minimum and maximum value for the X, Y, and Z axes. |
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|The "collision box" of an entity or block, defined by one or multiple cuboids. |
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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). |
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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]] |
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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). |
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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. |
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== Parkour Map Terminology == |
== Parkour Map Terminology == |
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|Transition # - # |
|Transition # - # |
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|t #-# |
|t #-# |
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|A transition between two rooms, which is |
|A transition between two rooms, which is sometimes l/d. |
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Revision as of 16:22, 27 December 2020
General Parkour Terms
Term | Alias | Definition |
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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.
|
Momentum | mm | 1) The speed gained and conserved by moving.
2) The space given to gain enough speed 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) |
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. |
Jump Terms
Term | Alias | Definition |
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Length | #b | The longest side of a jump, in terms of blocks. |
Width | x # | The width of a jump, in terms of blocks. |
Height | + # | The height of a jump, in terms of blocks. |
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 |
# Block Momentum | # bm | Designates the distance given to gain momentum.
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# Block Ceiling | # bc | Designates the height of a ceiling (in blocks).
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Headhitter | hh | A synonym for 2bc.
"hh momentum" refers to jumping under a hh to gain momentum. |
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) |
Jump Names
Term | Alias | Definition |
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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 an edge.
This can be thought of as a neo that is rotated 45°. | |
Squeeze Jump | A jump that involves jumping through a small gap. |
Timing
Term | Alias | Definition |
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Tick | t | The standard unit of time in Minecraft, normally equal to 50ms. |
Tickrate | The number of ticks in a second.
Normally, the game runs at 20 ticks per second. | |
0t timing | jam | Both W and Jump are pressed at the same time. |
1t timing | hh timing | Jump is pressed 1 tick after W.
This timing is useful for headhitter jumps |
-1t timing | reverse hh
(pessi hh) |
Jump is pressed 1 tick before W.
This timing is used as an advanced strat for headhitter jumps. |
Jump 0t | jump jam | While landing from a still jump, W and Jump are pressed.
This is a consistent alternative to the regular 0t timing. |
Jump 1t | jump hh
(a7 hh) |
W is pressed 1 tick before landing from a still jump.
This will give slightly more jump distance than Jump 0t. |
Burst 0t | adv jam | The player starts by holding W and Sneak, as well as Sprint.
Sneak is then released, and Jump is pressed on the same tick. |
Burst 1t | adv hh | The player starts by holding W and Sneak, as well as Sprint.
Sneak is then released, and Jump is pressed one tick later. |
Techniques and Glitches
Term | Alias | Definition |
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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. |
Tap | Moving in small intervals (1 or 2 ticks, usually while sneaking).
This technique is used to set the player in an optimal position. | |
Backward Momentum | bwmm | The process of moving backward to gain momentum potential.
This is useful on a short momentum, and is even necessary for some jumps (e.g., 2bm triple neo). |
Sidestep | Jumping sideways to gain momentum for a neo.
This technique 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. | |
Blip | A glitch which involves landing between two blocks of different height.
This can result in the player "landing mid-air", making them able to jump with initial height. | |
Jump Cancel | A glitch that involves jumping into a ceiling or step.
This can cancel the player's upward momentum, making them able to jump again sooner. | |
Grinding | The process of chaining multiple Jump Cancels.
There are two types:
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Technical Parkour Terms
Term | Alias | Definition |
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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
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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. |
Parkour Map Terminology
Term | Alias | Definition |
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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. |