Does anyone have an idea of how to model Quake's physics in UT? I'm not talking about code or anything... I can handle that part. I'm talking about the actual physics behind modeling the behavior.
The basics are easy:
You can queue up jump commands while in mid-air. If you press the jump button any time after leaving the ground and prior to landing on the ground, you'll queue up a jump command which gets executed as soon as you touch the ground.
If you jump within a certain amount of time after hitting the ground, you don't lose any speed... it is as if you can momentarily "cheat" friction if you jump quickly enough after landing.
In addition to above, if you strafe and look in the same direction while in the air, you can actually gain momentum/speed. But if you look too far or too little, you don't.
I can handle the jumping, ground friction, etc. My question is... how would one go about modeling the player's current state (speed vector) and how would one go about enacting impulses on this vector based on things like player input (strafe direction, look vector, their current speed vector, etc).