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The code behind Quake's movement tricks explained (bunny-hopping, wall-running, and zig-zagging)
Quake 3's frame rate dependent physics
Quake changed video games forever | John Carmack and Lex Fridman
Quake Physics
gulchrun | 00.59.384 by Gunzide (VQ3) - Quake 3 DeFRaG
wreck-plasma | 00.21.760 by FrostY (VQ3) - Quake 3 DeFRaG
xt4zy-unnamed7 | 00.14.656 by PsYJel (VQ3) - Quake 3 DeFRaG
Quake physics part1
mistes-bluearmy | 00.15.288 by biZArkio (VQ3) - Quake 3 DeFRaG
How 1999 Quake 3 Teaches Elite Software Engineering
Teaching a computer to strafe jump in Quake with reinforcement learning
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Last Updated: September 30, 2026
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Summary
silly little guy roleplays as smart boy and pretends to write a phd thesis (his research is not nearly sufficient for this prestigious title) ... Archival copy of the QuakeCon 2013: The In this video we will take an in depth look at the fast inverse square root and see where the mysterious number 0x5f3759df comes ... Explanation of how the player movement code in Version with fixed audio here: youtu.be/P13KmJBNn1c (this video is right-channel only) An explanation of why setting ... Lex Fridman Podcast full episode: youtube.com/watch?v=I845O57ZSy4 Please support this podcast by checking out ... Nickname: Gunzide Time: 00.59.384 Nickname: FrostY Time: 00.21.760 Nickname: PsYJel Time: 00.14.656 Nickname: biZArkio Time: 00.15.288 This video was sponsored by Brilliant. To try everything Brilliant has to offer—free—for a full 30 days, visit ... In this video, I use RLLib to train a reinforcement learning agent to strafe jump in the classic video game