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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 SUCCPawn pattern, SUCCConfig resource, 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.