#pentagram@irc.freenode.net logs for 15 Aug 2004 (GMT)

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[09:59:08] <wjpFarFarAway> back in ~6 days :-)
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[12:26:39] <Fl00der> hi
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[14:59:57] <Sheng_Gradilla> :)
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[20:07:39] <Dominus> hi
[20:07:48] <Sheng_Gradilla> :)
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[23:49:27] <watt> hmmm... been thinking on how targeted jumping works...
[23:49:58] <sbx> yes? :)
[23:50:07] <watt> you shouldn't start with a negative delta z for a frame
[23:50:31] <watt> but if you try to jump down... that what happens
[23:51:33] <watt> Even still, Avatar should not be able to jump higher that the normal jump height.
[23:53:06] <watt> So, I think the proper move is to say he can't jump higher than normal (meaning he couldn't land on something high than the top of a normal jump), but he also should always reach that height reguardless of what hwe jumps at
[23:54:12] <watt> so then to make a proper looking gravity effect, frames of the jump must be eith skipped or repeated after the jump passes the top height.
[23:54:49] <watt> making for some very annoying computations
[23:56:34] <watt> s/eith/either/
[23:58:03] <watt> hmmm even then, there's still the issue acceleration, but I think it wouldn't be noticable enough to bother accelerating the fall.