best hitbox methode

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!
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