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