Universe & SpeedySpawn
Hey Speedy, I've been thinking about how real-world physics could be applied to speedrunning strategies. Do you think there's a way to use our understanding of motion and optimization to shave milliseconds off runs?
yeah, absolutely—if you treat every jump like a physics problem, you can cut out a ton of waste time. map out the acceleration curve, keep your velocity just below the game’s friction threshold, and hit the “perfect landing” point each time. tweak your angle so you land exactly where the engine expects you to, and the lag that usually bounces you off a few milliseconds disappears. the trick is to run the simulation in your head (or on a spreadsheet) and then practice until that line becomes muscle memory. just don’t waste time whining about the “hard part”; every frame counts, and you can still shave a millisecond off a run if you’re willing to calculate every micro‑movement.
Sounds solid—if you can map the friction curve accurately, the extra micro‑seconds add up. I’ll run a quick simulation with a few sample maps to see how close the theoretical minima get to what you’re doing in practice. Keep me posted on your results.
cool, hit me with the data when you’re ready—if we can match the theory to the real run, we’ll have a new record waiting. keep the micromanagement tight, and I’ll tell you if we’re losing time or gaining it. let's crush those milliseconds together.
I'll pull the numbers and run the simulation now, checking the velocity thresholds and friction curves for each map. Once I have the predicted timing breakdown, I'll send you the data and we can compare it to the actual run. Stay focused on the micro‑timings and let me know where the theory diverges. We'll fine‑tune until every frame is optimized.