How many layers of collision detection are you on, /v/?
about 5 or 6 my dude
>>377473538
you are like little baby. watch this.
>>377473660
>more hitboxes is MORE GOODER!!!!!
Why is Kike Z such a fucking retard?
>>377473769
they could be smash hitboxes anon.
>>377474023
>this is all hbox does with his life
embarassing
>>377473769
Well otherwise you end up with things like SFV or P4A
>>377474287
i didn't think they could be that bad till i looked them up.
jesus christ what are they thinking? that yellow box is your hurtbox right? i'm not just being ignorant?
>>377474023
post snake
>>377474458
The yellow box that sticks way out in front is block proximity, IIRC. Opponent will block if within that yellow, otherwise they'll just walk ack.
>>377473660
Dude skullgirls hurt boxes are fucking retarded, have you seen fukua's?
>>377474614
I have, i main her.
>>377474458
Why do fighting games do this? Why not just make hitboxes LINE UP with character model. This and games that don't have back dash invincibility piss me off.
>>377473769
They work, but at the same time, they feel way too overdetailed.
>>377474469
these were not memories i needed to revisit anon.
older FPSs had hitboxes that were xbox huge and literally a mile wide from a 45 degree angle, yet babies today complain about the slightest bit of leniency in games today
Dumb question.
Why not just make the boxes be curves?
why not use collision detection
>>377475736
Some games do use circles, spheres, cylinders and other shapes.
>>377475554
Oh my fuck
Asking out of ignorance.
Why is it so hard to make the Hitbox stick to the model? I mean, instead of being a huge box, just literally be the model of the character?
>>377475554
>AABBs require 6 bytes of information
>Capsules require 7 bytes of information
>Capsules give a 1000x better result
>There are like 5 hitboxes on the model, saving a total of 5 bytes of information.
Why.
>>377475784
>>377476571
Because sometimes they want to have the "shockwave" effect (where the collision is bigger than the model). This makes it easier to balance characters. Otherwise the modeling process is tied to the game balance process.
>>377476571
Generally the more detailed and complicated the hit test area, the more CPU time is used in calculating a collision. Also a large number of hit test areas can cause unexpected latency with near-misses (the more near misses, the more noticeable sudden frame drops). Using the character mesh would mean doing a collision test with either thousands of pixels or thousands of triangles, which is absurdly slow.
>>377476571
Computational complexity of finding where two shapes with hundreds of thousands of faces intersect vs a prism or sphere, also intentional leniency or hidden mechanisms for balance.
>>377476571
testing against the model of the character is much slower, although that's less relevant now than it was in the past. It certainly doesnt matter for fighting games which only have 2 2D characters on screen at once
>>377476686
sometimes box checks are easier to implement than cylinder checks but I have a hard time believing this picture seeing I played a shitload of ET and can't ever remember a shot that bullshit
>>377476765
>>377476903
>>377476905
>>377477087
About the collision, how about using the model as the hitbox, but putting a normal hitbox on the feet to allow for that easier collision test?
>>377477238
not sure what you're trying to say but using the display model as the hitbox is bad not only because its slower but because you get bullshit like bullets hitting you because they hit the side of your jacket or a strand of your hair
>>377477445
In that case we could use like a "skeleton" hitbox, on a clothed character have the damage only count on the body mass not on clothing exterior, and obviously not hair either.
And with the box I meant something like this but having a normal hitbox on the feet area to ease the loading
>>377477556
this is the hitbox for a modern game
it probably runs 20x faster than it would using polygonal collisions, which matters when you have lots of players firing lots of bullets
I still don't understand what you're trying to say, they do have a bigger, single box around the entire object that it checks first to speed things up if that's what you mean
>>377473758
>hitboxes within hitboxes
>>377473850
Those thighs
Defend this fgcucks.
>>377479131
smash is a fighting game, it's just not a competitive fighting game.
>>377479131
i'm not sure what you're trying to prove with this picture anon, therefore i'm not really sure what to defend
>>377479013
What's this image from?
>>377481096
whoops nevermind i figured out why yandex wasn't returning results and found it
https://chan.sankakucomplex.com/post/show/1777457
polite sage
>>377479131
>One character is mid attack
>One is just suspended mid-air doing nothing in an empty void
What was this retard even trying to say?
>>377481181
I really didn't know what the source was
Have a tomoko
>>377481605
That a doujin? I want source if that's the case.
>>377473436
>OP without a shitty bait
Wow I'm actually surprised.
>>377481835
I got it from one of the tomoko Tuesday threads on /a/
I think it was a crossover picture from a different artist? I'm not sure
>>377482080
>>377482823
tomoko is cute, you think she'd make a good fightan character?