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Curcuit Store | (TAS) Diversity 3 Hobbit Parkour | 47.25 @CurcuitStore | Uploaded 1 year ago | Updated 2 hours ago
I didn't know how to beat this so I just threw 12 hours of beep boop at it to come up with a route(youtu.be/9OPPzJHz6AU). It found a 54 second time after about an hour, and by the end had a low 49.xx. I was pretty pleased with that considering I just gave it free access to the whole area, which has like 200k collision boxes and way too much cubic area. Once it had the general route I decided to refine it by doing super restrictive runs on 4 different sections, and then stitched those together into this. I only gave it about 2 hours per section for those though, and you probably lose some goal clarity by splitting it up how I did, so yeah it saved time but maybe there's probably some ticks you could chew off too. Oh well it was good exercise I suppose. Just don't pay attention to the fact that I lose a tick on entering the map area in order to make it sync up.

It had some cool movement in the beginning stages, but I don't think it ended up working out for it. Maybe it would be faster and it just couldn't get it right, I don't know. You can see it use the stairs/slabs on the side of the bridges to get double sprint jumps, kinda like I showed in the 50m video(youtu.be/1hklEJeA9Z4), but it did it a lotttt in the beginning. It also used the iron bar/cobblestone wall height difference to do the same, which I thought was neat, but I can't tell if it does that here at all.

I'm tempted to try some of the other parkour sections of this map, but it'll be tricky because fall damage isn't turned off, and so far I've just been telling it to avoid all damage. Or, in the case of one section of the beanstalk parkour, to only go for fall damage if would completely kill you. The issue is that taking damage triggers a transfer of your server velocity over to the client, which best case scenario, doubles your velocity for a tick, or worse case scenario, transfers a wildly different velocity to you. Smthn smthn this video(youtu.be/X4eRb31tRQQ).
But notably, it's super common for the worst case scenario to be the case in parkour settings. Mainly due to the server velocity offset in cahoots w/ packet jumps just not make any sense. So I'd either have to wing it with a crude approximation, and hope it doesn't make a physical difference(pray that collision takes care of it), or spend forever making a janky server simulation and hope the actual game plays nicely. Which, to be fair, would be useful, but admittedly I'm not sure how the double ticking/order of operations goes, and I'm paranoid about the two being out of order or smthn.

Hours of work: 4
Hours of computation: 20
Map: planetminecraft.com/project/diversity-3
(TAS) Diversity 3 Hobbit Parkour | 47.25Trapdoor Obstacle Course Test/TASDragon Insta-Kill TestDragon Insta-Kill w/ Perch ExampleRandomized Movement w/ Terrain + Blocks Example(TAS) Diversity 3 Beanstalk Parkour | 1:18.3023.5 Second End Fight TAS (Dragon Insta-Kill)Absorbing the Wither BlastBreaking A Boat ExampleFast Perch Timings/Comparison 1.12 SSGDragon Insta-Kill w/ Velocity Desync RemovedHitbox Expansion using Rounding Errors

(TAS) Diversity 3 Hobbit Parkour | 47.25 @CurcuitStore

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