Acknowledgements¶
SUCC exists because of decades of open-source FPS movement lineage and the work of several people who deserve direct credit.
Direct lineage¶
Quake - id Software released the Quake source code under GPL in 1999. The movement code in sv_user.c / sv_move.c defines the shape of FPS player physics: friction, ground/air acceleration, air strafing, bunnyhopping. Every controller that feels good at high speed traces back here.
Source SDK 2013 - Valve's open release of the Source engine's game code. SUCC's friction, air-accel, and mouse-look math derive directly from game/shared/gamemovement.cpp. The 0.022° mouse-unit and sv_friction / sv_accelerate defaults come from here.
Godot ports¶
GoldGdt by ratmarrow - a faithful GoldSrc/Source-style controller for Godot. SUCC began as a fork of GoldGdt inside the SurfsUp project.
SurfsUp¶
SurfsUp is a commercial surf/bhop game on Steam. Its character controller is the direct ancestor of SUCC.
- Mark Arneman - forked GoldGdt and rewrote the controller for SurfsUp's initial Steam release.
- Nerdiful - refactored the controller for SurfsUp 2.0.
- Mark Arneman - overhauled the SurfsUp controller into SUCC: decoupled from game singletons, added the
SUCCPawnpattern,SUCCConfigresource, editor warnings, extension hooks, and documentation. Open-sourced under MIT.
License & attribution¶
SUCC is MIT-licensed. Attribution is appreciated but not required. If you ship a game using SUCC, a mention in your credits would make the author smile.