Jump metrics math

Way back in 2016, I gave a talk at GDC titled ‘Math for Game Programmers: Building a Better Jump.’ In the years since, I’ve solved some of those equations again, but I had never written down the entire table of formulas until just recently. Given the following symbols, this is every solution for any one metric in terms of any other two.

  • Initial velocity: v0
  • Gravity: g
  • Apex height: a
  • Time to apex: ta
To solve for……in terms of……use this formula: 
v0g, av0 = √(-2ga)
v0g, tav0 = –gta
v0atav0 = 2a / ta
gv0, ag = –v02 / 2a
gv0tag = –v0 / ta
gatag = -2a / ta2
av0ga = –v02 / 2g
av0taa = v0ta / 2
ag, taa = –gta2 / 2
tav0gta = –v0 / g
tav0, ata = 2a / v0
tag, ata = 2a / √(-2ga)

We can also introduce metrics for lateral movement.

  • Lateral distance to apex: xa
  • Lateral speed: vx

In all cases, time to apex ta may be substituted for xa / vx.

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