IceCube Physics
This pages lists some physical constants and object references. The objective is to provide a sense of scale for the game's environments, objects, and physics.
Physical Constants
Gravity (acceleration): -1000/30 = -33.33 cubes/sec^2
Environment (game maps)
(TODO)
selected maps' ceiling height, column radius/diamater, room dimensions
selected mapmodel dimensions, e.g. trees, street lights, benches
Objects
Player Dynents
Height: 3.9 cubes
Eye height: 3.2 cubes
Radius: 1.1 cubes (width = 2x radius = 2.2 cubes)
Movement speed (forward/backward/strafe): 22 cubes/sec
Movement speed (circle-strafe): 1.414x movement speed = about 31.1 cubes/sec
Jump speed: initially 27.9 cubes/sec (1.7x 22 cubes/sec, then offset by -9.5 cubes/sec), and then, in addition to gravity, there is a variable acceleration that saps velocity over time
Rise speed: moving on stairs/ramps/inclines can grant up to 22/1.2 = 18.33 cubes/sec gain in elevation depending on the slope of the ramp or stairs
Hard landing: having a downward speed over 30 cubes/sec, and then landing on the floor resulting in deceleration to 0 vertical speed
Spark particles
Speed (when created): up to 7.5 cubes/sec
50% gravity
Hitscan Weapons
Bullet Speed: infinite (instantly hits)
Rockets
Speed: 80 cubes/sec (For Bauul, 40 cubes/sec)
Explosion fireball visual effect's radius over time: TBD
Damage radius: nominally 7 cubes (refer to the source code to see how this radius is modified)
Fist/Bite
Range: nominally 3 cubes (refer to the source code to see how this value is used)
Grenades
Speed: 40 cubes/sec
IceCube "Taller" Players Mod / Worldscale Mod
Increases player's eyeheight by 1 cube, which also increases their playerheight by that amount.
Enable crouching to reduce playerheight by 2 cubes. This is smaller than the original playerheight to allow for map compatibility :)
But the world will look 23% smaller (2.0/2.6 = 77% of original scale).
Consider the following table. (Crouching is not implemented yet, but in this scenario, it would reduce height and eyeheight by 1 cube.)
Constants (Cube) |
Implied Unit Conversion |
Impacted Systems |
|||
|---|---|---|---|---|---|
Name |
Value |
Conv Rate |
Result |
Design |
Balance |
Gravity |
-33.33 cubes*sec^-2 |
3.4 cubes/meter |
gravity = 9.8 m*s^-2 |
physics feel |
physics balance |
Height |
3.9 cubes |
2 cubes/meter |
height = 195 cm |
collision, hitbox |
|
Eyeheight |
3.2 cubes |
2 cubes/meter |
eyeheight = 160 cm |
world scale |
vertical sightlines |
Aboveeye |
0.7 cubes |
2 cubes/meter |
aboveeye = 35 cm |
||
Radius |
1.1 cubes |
2 cubes/meter |
width = 110 cm |
||
Crouching |
2.9 cubes |
2 cubes/meter |
crouching = 145 cm |
not designed for |
collision, hitbox |
Maxspeed |
22.0 cubes/sec |
2 cubes/meter |
maxspeed = 11 m/s |
movement feel |
movement balance |
Move+Strf |
31.1 cubes/sec |
2 cubes/meter |
sprint = 15.555 m/s |
movement feel |
movement balance |
In Water |
? cubes |
? |
inwater = ? cm |
movement balance |
|
Now consider the following table with proposed changes for the "Taller Players" mod. (In this scenario, crouching would reduce height and eyeheight by 2 cubes.)
Constants (Taller Players) |
Implied Unit Conversion |
Impacted Systems |
|||
|---|---|---|---|---|---|
Name |
Value |
Conv Rate |
Result |
Design |
Balance |
Gravity |
-33.33 cubes*sec^-2 |
3.4 cubes/meter |
gravity = 9.8 m*s^-2 |
physics feel |
physics balance |
Height |
4.9 cubes |
2.6 cubes/meter |
height = 188.46 cm |
collision, hitbox |
|
Eyeheight |
4.2 cubes |
2.6 cubes/meter |
eyeheight = 160.5 cm |
world scale |
vertical sightlines |
Aboveeye |
0.7 cubes |
2.6 cubes/meter |
aboveeye = 26.92 cm |
||
Radius |
1.1 cubes |
2.6 cubes/meter |
width = 84.615 cm |
||
Crouching |
2.9 cubes |
2.6 cubes/meter |
crouching = 111.5 cm |
collision, hitbox |
|
Maxspeed |
22.0 cubes/sec |
2.6 cubes/meter |
maxspeed = 8.46 m/s |
movement feel |
movement balance |
Sprinting |
31.1 cubes/sec |
2.6 cubes/meter |
sprint = 11.966 m/s |
movement feel |
movement balance |
In Water |
? cubes |
? |
inwater = ? cm |
movement balance |
|