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File: MarioFAirSSBU.gif (2.08 MB, 622x592)
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I see you're offstage anon..
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File: GanondorfFSmashSSBU.gif (3.93 MB, 870x720)
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DORIYAH
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>>729449283
Focus M....
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>>729449283
Why does no game make hitboxes identical to the models?
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>>729449902
Because games have tried and it feels like absolute shit every single time. Broader hitboxes make for more consistent and understandable interactions
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>>729449902
Same reason why Coyote time exists as a concept in platformer (the mechanic that allows you to jump off from a ledge even if you jumped a bit too late and were technically airborne).
1/1 hitbox will tap into your negativity bias thinking you got the hit when you just barely didn't.
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>>729449902
you would not like that, the punch would be active for such a brief moment in a tiny spot
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>>729449570
Does this attack bonk you downwards if you're on the edge of the stage?
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>>729450006
now I'm curios what games actually did it
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>>729449902
Smash games have a Z axis and it would feel like shit.
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>>729450626
Off the top of my head, Skullgirls tried to do form-fitting hitboxes early on and it was fucking terrible because a single frame of a character leaning in a particular way could lead to attacks hitting or whiffing in routinely incomprehensible manner.
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>>729450626
one of the street fighters tried it and people complained

furthermore, you may think "well computers are fast enough to handle all that computation and i bet its very simple!!!"
elaborate collision is not only needlessly complicated, even after optimizations performed on calculations to reduce computation time, it's still large enough that it becomes a snowballing effect on performance, even if you find ways to logarithmically reduce it to, well, O(nlogn)
a square hitbox simply performs a computation based on logical contradictions of an event happening and that's the most simplest reduced computation you can do aside from the distance of spheres and circles to each other compared to the sum of their radii don't use square roots btw because it's unnecessary and takes too much propagation time, just square the sum of radii instead and compare that to distance^2
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>>729451354
>Interpolating collisions between frames has significant performance impact on games with two (2) collision actors
We arent living in 1998 anymore
>Giving tips on gamedev 101 even first-day-indians learn
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>>729451547
doubt your proposition a lot
>interpolating collisions between frames
def not a fighting game fan at that
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>>729451547
Nobody wants interpolation between frames because high-level fighting game play is precuse enough that advantage iseasured in frames. Consistency is far more important than accuracy for any multiplayer game.
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>>729451783
*precise
but you're right, there is a certain expectation of rigidity in fighting games that aren't necessary in maybe the single player poop throwing games made in india

and even doing such has even a very slight chance of degeneration even if machines are supposedly mostly observing the same ieee standard, but you always want to assume bad case scenario regardless and try to work around that up until something becomes super deprecated
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>>729449902
whenever you ask
>why hasn't anyone done <obvious thing>
it's because <obvious thing> sucks in practice, hth
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>>729451701
>doubt your proposition a lot
yeah because you're an idiot and he's saying things that are correct.
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>>729450524
if it hits you at the side of a stage youll probably die either way.
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>>729452443
nope, that's not it
nice try tho
can't wait for your fighting game that changes things up tho and shows them how it's really done spoilers it won't and you'll go "oh"
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>>729450772
they had to turn a character futa so she wouldn't be able to walk over some attacks thanks to her walk animation



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