Hitbox: Difference between revisions
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[[Image:Hitbox.jpg|thumb|right|300px|Hitboxes of a Combine]] | |||
A '''hitbox''' is an invisible box (or more often a series of boxes) which define the rough shape of a [[model]] for purposes of damage-based collision detection. A typical model within a game is much too high-poly to perform real-time hit calculations on, so hitboxes are used instead. | A '''hitbox''' is an invisible box (or more often a series of boxes) which define the rough shape of a [[model]] for purposes of damage-based collision detection. A typical model within a game is much too high-poly to perform real-time hit calculations on, so hitboxes are used instead. | ||
A hitbox is different from a [[bounding box]] in that it is more complex and closer to the model's visible shape. The bounding box is used for movement-based collision detection, and is usually literally a single box. | A hitbox is different from a [[bounding box]] in that it is more complex and closer to the model's visible shape. The bounding box is used for movement-based collision detection, and is usually literally a single box. |
Revision as of 03:44, 18 September 2011
A hitbox is an invisible box (or more often a series of boxes) which define the rough shape of a model for purposes of damage-based collision detection. A typical model within a game is much too high-poly to perform real-time hit calculations on, so hitboxes are used instead.
A hitbox is different from a bounding box in that it is more complex and closer to the model's visible shape. The bounding box is used for movement-based collision detection, and is usually literally a single box.