Comment by accrual
6 days ago
> The door and the guard are both physical objects, both have momentum, they impart an impulse on each other
I wonder if the term "impulse" here has any connection to the various impulse commands available in the source engine. I remember using "impulse 101" and causing havok in the opening plaza area. Spawning zombies on the roofs, sending them after the combine, etc.
The impulse console command originates from Quake, the Half-Life 1 engine (GoldSrc[0]), was based on the Quake engine, and the Half-Life 2 engine (Source), was based on GoldSrc.
In quake, the impulse commands were used mostly to switch weapons[1]. I'm not really sure about the naming though, why choose the word "impulse".
[0]: https://en.wikipedia.org/wiki/GoldSrc.
[1]: https://github.com/id-Software/Quake/blob/0023db327bc1db0006...
Noclip FTW
Impulse is change in momentum: https://en.wikipedia.org/wiki/Impulse_(physics)
Right, I was just wondering if the developers repurposed the term impulse from the physics engine when creating console commands. "impulse 101" is a common cheat to give all weapons with ammo, but why not "give" or "player.addItem" or something? Just a curiosity.
As for the name "impulse", I don't know - but the way this command works reminds me of interrupts.
The impulse command sends a command to the server instantly, rather than in the usual UserCmd sent to the server 30 times per second. They are used mostly for debugging, just assign #90 to your debugging function, then poke it from the console while the game is running. No need to change and potentially break the network code.