Better Quake strafe-jumping with genetic algorithms Published 2020-12-19 Download video MP4 360p Recommendations 10:49 Teaching a computer to strafe jump in Quake with reinforcement learning 15:51 I Built The First LAMINAR FLOW ROCKET ENGINE 17:10 REVEALED: Quake III's SECRET Algorithm! 07:46 The code behind Quake's movement tricks explained (bunny-hopping, wall-running, and zig-zagging) 17:16 Upgrading a Soldered Laptop GPU 04:50 I Created a Game Engine Just to Optimise This 12:04 How we fit an NES game into 40 Kilobytes 06:48 Quake's PVS: A hidden gem of rendering optimization 17:04 What is the Smallest Possible .EXE? 04:21 Strafe-jumping physics explained 19:15 I Built an Entire Clock Mechanism to Prove this is Possible 13:07 Epic's Unreal Optimization Disaster | Why Nanite Tanks Performance! 15:30 Giving Personality to Procedural Animations using Math 08:53 BSP Trees: The Magic Behind Collision Detection in Quake 08:41 Speed in Quake, Simplified 05:15 Non-Euclidean Worlds Engine 07:40 I added an AI to a classic Quake mod (and it's not an LLM) 26:25 Why Doom is Awesome: Binary Space Partitioning 13:39 What Is A Paradox? Similar videos 01:09 Evolving Strafe-Jumping with Machine Learning in Quake 3. 01:43 Machine Learning applied to Quake 3: AI learns to strafe-jump. 02:47 Quake Live Race - Strafe Jumping Techniques 06:14 Speedrun Science: Beating Quake with code 00:34 quake 100m bhop 10.590 seconds 02:56 Genetic algorithm plays jump_haze segmented 00:32 biotrix-always-strafe[mdf.cpm] 00:22 Quake 100m (9.996) 00:32 Quake 1 E1M1 Speedrun 0:29 10:00 The code behind Quake 3's overbounce bug 00:58 Genetic Algorithm for Minecraft TASing? 10:11 Quake Live: Bug100 race pql strafe 36:19 Quake improvement league: riba2233 vs JoIan 00:34 Quake - 4-player Easy Run of 100m by Ryan Moore, Gustav L., EddWardG & Sphere in 0:06 01:21 AI Progress: Strafing, Dodging, Dying | Unreal 1 UE4 01:54 Strafe Analyzer - Strafe physics visual representation More results