Cynimal | 3.75 x 2.5 + 0.75 (longest Tier 2 jump) @Cynimal | Uploaded February 2020 | Updated October 2024, 11 minutes ago.
Jump: 3.75 x 2.5 + 0.75
Jump length: 3.678654645
Max flat mm distance: 3.678743857
Possible by 0.00004 (with the strat shown)
Probably possible with less strafes, but I didn’t feel like finding the minimum momentum required for such a precise jump.
This is the most precise linear jump for tier 2. I might even say this is the most precise linear jump for tiers 5 to -5.
Tiers explanation by ub3r: youtu.be/1tWXifGkNVw
This jump is only possible with the use of an extremely precise mechanic called Half Angles, which I already used in my sprintless 3b video: youtube.com/watch?v=19CNqn5r95o
Half Angles are specific facings that exploit the sin() and cos() functions through floating point errors and type-casting inacurracies. The player's facing is a floating point number, but Minecraft only considers 65536 angles.
Half Angles lie in between these 65536 angles. Example: https://i.imgur.com/osfu7TH.png
Tier 2 max flat mm distance:
without HA: 3.678653691 (135°)
with HA: 3.678743857 (135.0055°)
difference: + 0.00009
I made a program to bruteforce jump configurations to find the most precise ones.
Here's the output for tier 2 (top 10):
X pixels: 40, Z pixels: 60, delta: 0.000089 (this jump)
X pixels: 32, Z pixels: 64, delta: 0.001789 (youtu.be/71cLK6qb9Zk)
X pixels: 47, Z pixels: 55, delta: 0.002426
X pixels: 43, Z pixels: 58, delta: 0.003382
X pixels: 16, Z pixels: 68, delta: 0.006891
X pixels: 26, Z pixels: 66, delta: 0.007743
X pixels: 22, Z pixels: 67, delta: 0.008488
X pixels: 38, Z pixels: 61, delta: 0.008488
X pixels: 34, Z pixels: 63, delta: 0.009339
X pixels: 48, Z pixels: 54, delta: 0.009871
Thanks to ub3rl337z4ur for helping with macros and gathering jump distances.
Music: Slime Rancher OST - Desert Firestorm
Jump: 3.75 x 2.5 + 0.75
Jump length: 3.678654645
Max flat mm distance: 3.678743857
Possible by 0.00004 (with the strat shown)
Probably possible with less strafes, but I didn’t feel like finding the minimum momentum required for such a precise jump.
This is the most precise linear jump for tier 2. I might even say this is the most precise linear jump for tiers 5 to -5.
Tiers explanation by ub3r: youtu.be/1tWXifGkNVw
This jump is only possible with the use of an extremely precise mechanic called Half Angles, which I already used in my sprintless 3b video: youtube.com/watch?v=19CNqn5r95o
Half Angles are specific facings that exploit the sin() and cos() functions through floating point errors and type-casting inacurracies. The player's facing is a floating point number, but Minecraft only considers 65536 angles.
Half Angles lie in between these 65536 angles. Example: https://i.imgur.com/osfu7TH.png
Tier 2 max flat mm distance:
without HA: 3.678653691 (135°)
with HA: 3.678743857 (135.0055°)
difference: + 0.00009
I made a program to bruteforce jump configurations to find the most precise ones.
Here's the output for tier 2 (top 10):
X pixels: 40, Z pixels: 60, delta: 0.000089 (this jump)
X pixels: 32, Z pixels: 64, delta: 0.001789 (youtu.be/71cLK6qb9Zk)
X pixels: 47, Z pixels: 55, delta: 0.002426
X pixels: 43, Z pixels: 58, delta: 0.003382
X pixels: 16, Z pixels: 68, delta: 0.006891
X pixels: 26, Z pixels: 66, delta: 0.007743
X pixels: 22, Z pixels: 67, delta: 0.008488
X pixels: 38, Z pixels: 61, delta: 0.008488
X pixels: 34, Z pixels: 63, delta: 0.009339
X pixels: 48, Z pixels: 54, delta: 0.009871
Thanks to ub3rl337z4ur for helping with macros and gathering jump distances.
Music: Slime Rancher OST - Desert Firestorm