Posted By: Random
best hitbox methode - 12/19/14 16:32
What would be an accurate and fast way to make hitboxes?
I was thinking about mask based hits (skins), or invisible boxes, which connected to bones (the bodyparts).
Are there any more ideas?
Greetings Random.
Posted By: MasterQ32
Re: best hitbox methode - 12/19/14 17:34
look at the TUST hitbox source code:
it provides hitboxes aligned to bones or vertices, depending on the animation style you use.
Posted By: Ch40zzC0d3r
Re: best hitbox methode - 12/19/14 17:36
Using second method for my game and I have to admit that its very accurate.
But it might be slow if you have many players/enemies due to many _bone calls.
Posted By: alibaba
Re: best hitbox methode - 12/19/14 17:42
Well i use the Hitzone method provided by superku. I tweaked it a bit.
I have the hitzone model with < 500 vertices and a detailed ghost model as the seen model, so updating the polygonal collision hull doesnīt take so long.
Otherwise it takes always around a second to update the collision hull.
Itīs way more accurate than the hitbox method, faster and easier to implement.
Posted By: Superku
Re: best hitbox methode - 12/20/14 23:15
@alibaba: Nice, that's how you do it! Sadly the c_updatehull() call is the biggest disadvantage of that system and I highly suggest (to other users) to only use low poly (I'd even say notably less than 500 polygons) models for said collision detection.
Posted By: Random
Re: best hitbox methode - 12/21/14 21:58
Superku's hitboxsystem works the best for me personaly.
Thank you very much!