Post Hitboxes
Post Hitboxes
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Neat. Sauce?
Those are hurtboxes, not hitboxes.
What's the difference?
Also how do you get those to show, OP?
The Souls webms are hurtboxes and show the boxes that cause damage to other characters. Hitboxes show areas that cause damage to the character itself.
Oh, so it's backwards.
I grabbed them from the dark souls modding discord a while ago. I have no idea how to actually display them myself or if there's a resource that shows all of them somewhere. Those are the only 3 I have
Now where are the DaS2 ones?
wait, this boss can damage you?
>starts rushing
>his anus becomes a hitbox
ok so how does something running away from me,considering i'm aiming his ass,damages me?
Just look around you.
They're so massive they encompass the entire universe.
good god, can someone post the sticky explosion radius?
30fps
shockwaves, duh
what a mess
Now we just wait for the ds3 trannies to start seething about how bad hurtboxes only count if they are in ds2.
no
>area of attack that hurts you
hurtbox
>area of your character's model that can be hit
hitbox
when the two intersect, you take damage
Dick so massive it spawns a hitbox
are games still fun for you nerds when you hyper analyze everything?
Now that's what I call big dick energy
>that surprise hitbox on the stationary foot at the end
or the random one that appears on his right hand at the very beginning
wow that is lazy
do hitboxes really waste so much computing power they still have to be cylinders and cubes around the actual mesh? why can't the mesh itself be the hitbox in fucking 2021?
>dick hitobox
why are there mid-air hitboxes appearing on his tail?
Yes, and, having the hitboxes/hurtboxes be model accurate doesn't necessarily lend itself to good gameplay in all cases.
artificial difficulty
Because fuck you, you're gonna get hit by this
Yes actually. If you're using the mesh itself then every shot needs to check every triangle in the mesh for an intersection. Of course theres some acceleration structures that reduce the number of triangles you need to check but all of this is still slower and more memory intensive than just using simple structures like cubes or cylinders.
As for projectiles and attacks with hurtboxes, you'd be doing mesh mesh Intersections which are also way more complicated thank just checking cylinders or cubes.
these guys are cool I wish there was a complete version of them you could fight
rent free
you ds2 fags are mentally ill
That respawning faggot on the shortcut to lost izalith is worst.
but why
you can't fly, there are no titanite demons near elevetions, what's the point
>here are no titanite demons near elevetions
That isn't true, and even if it were it doesn't mean it was always like that.
>smallest bomb has the largest hitbox
>largest one has the smallest
Fuck the iron bomber I just want to loose cannon.
>ds3trannies
lol, legitimately the only "people" i know that like ds2 are trannies
user don't lie we know you cropped half of this image off.
Yes.
The formula for a rectangle is a*b*c, which means with one single calculation and check you can cover a very large area.
Now do this with a non-primitive shape. You'll spend thousands more cpu resources than the above mentioned process requires. That being said, similiar to how devs are starting to not do things like occlusion culling anymore we will probably eventually reach a time where they're too lazy to make collission boxes.
Same, or at least have them broken in different ways to make variety.
The mesh itself being the hitbox would mean trying to track overlap between multiple objects of sometimes tens of thousands of triangles each.
The way hitboxes are implemented are sometimes woefully simplistic in appearance but the reason for that is that attacks are rarely intended to cover the exact ranges the models do. Often attacks are intended to cover a larger range and are accompanied by visual effects that communicate that intent.
Hitbox changes are also a quick and dirty way to manage balance, if a character needs their reach buffed it makes more sense from a development standpoint to give the attacks a bigger hitbox and make the visual effects bigger, instead of remodelling their weapon or trying to redo animations in a way that would have a sword swing out further.
Dark souls had a major problem with hitbox desync, anecdotally I saw some of it on PS3 but didn't have any problems on the PC version, I wish we could enable hitboxes on all the versions to work out if it was mostly a weak console hardware thing.
the certified classic
I just wonder if they had an actual head or not.
We fill have games with 120fps full raytracing long before you can do what you ask.
another less known one, but still very funny
The one between undead burg and forest is in an area with stairs.
I'm thinking possibly not, since the neck area had that rune carved into it, rather than being broken off like the leg.
Ornstein has the same problem with delayed hitboxes on the second phase.
I love how clunky their games are, Elex world sucked, though
Top tier privilege is real
>body parts only hurt you when they're moving
What's lazy about it?
That specific one has considerable less hp than the other you find.
post the hitboxes of smelter demon when it powers up
yes
>hitbox just disappears not even halfway through
Anyone have Sekiro hitboxes?
damn I kinda want to test out if that bizarre right hand hitbox before the startup is actually there in the game
how the diddly is that relevant to its hitboxes
thank me chuds.
heh...
the absolute madman
It is. It sucks.
main problem is how the things you see are computed
on cpu side (ram), all that's stored is the model vertices (in its rest pose for skeletal animation), as you see them in modelling software like blender
you send these vertices to gpu (vram), along with a few 4x4 matrices (or a few dozen for skeletal animation)
it's only on gpu that the vertices are transformed on the fly - typically, you transform a vertex 3 times in vertex shader, which means 3 vector-matrix multiplications
and you do that for *every* of your tens or hundreds of thousands of vertices, *every* frame
it's only possible because of how insanely powerful gpus are nowadays, but it's still pretty much impossible to do that on cpu at an acceptable framerate, even if you employ parallel computation and vector instructions (AVX, SSE etc.), and since that is the requirement for accurate mesh to mesh intersection computation (which is really only just one step of this process), this is why you don't see games do that on a daily basis - oftentimes, approximating with cylinders, cones and similar simple geometric shapes is enough
Pretty cool thread
Ngl
That's to clearly intentional to prevent people from just hugging his crotch and dodging every attack. Not saying that's a good thing, but that's likely that's the reason.
So that's why it's so bad
PRESENT TIME
EHEHEHEE
and you don't seem to understand....
why would anyone play this rubbish?
LAYER: ZERO ONE
except no one cares since the game is fun
hbomberguy is fine
>WAN MIRRION HITBOX
I'm pretty sure I've run into it
I fucking SWEAR the spikeblocks from Mario Maker 2 extend out of their sprite, they feel like bullshit
Ok sweaty :)
Dark Souls 2 is MY game
post yoshi's grab
their hitbox for the grab attack is so awful
I've been up in their face so many times and have avoided the grab effortlessly
you see it in first person shooters like CSGO because instead of checking for collision between two meshes, you're checking for intersection between one mesh and one ray which is much, much easier. For fighting games, some good effort and model artistry can yield hitboxes that are close enough to the mesh that the inaccuracies aren't noticeable
What you're asking for would be thousands if not millions of times slower, usually not better for gameplay, harder for developers to work with, and not necessarily more accurate.
>not wanting accurate hitboxes
cringe
>t. nodev
What software is this?
Sens and anor londo
What is the actual explanation for these being so shit? Why aren't they tied more closely to the actual model?
>Seething immediately
Like clockwork
Read the thread.
Basically it takes way more time, effort, and resources to be more accurate.
DS Anim Studio
github.com
didn't knew that smash had Majin Vegeta
>not being able to read
Go ahead, code your fancy mesh collision code, and cry when it lets hits phase through while also running at 5 fps in a simple test scene.
retard
>1, 3, BB, and Sekiro
What about 2 and Demon's?
T.Retard
With how sporadic the characters move in this game, this is kind of necessary. I don't think CS players realize that a game where people can fly and take several bullets to the face don't need realistic hurtboxes.
DS3 chad have a big dick final boss
How do you cope with it DS1babs?
these aren't shit hit boxes
they are efficient
its more akin to wanting a cold beer so you put it in the fridge but have to take it out before it explodes
if you use physics on the whole monster mesh it would be way more taxing on a machine, what's worse? a monster with a sphere for a hit box or when the monster lands a hit your cpu spikes the fps?
calculations take time and effort but a simple sphere collider bypasses this
pick up unity or unreal and youll see what i mean
>faggot just tossed in some stretched transparent Unity pills during lunch break
Early monsters in DS1 seem to have overdesigned "realistic" hitboxes on nearly all limbs.
This guy and Taurus' steps actually slightly hurting you (by more importantly stunning you) are a prime example.
Then they kinda realized they need to keep things a bit more clean.
this is his final smash i assume
What about them?
Miyazaki and his team have a standardized format for TimeAct files. The DS2 team tried a completely different format.
I thought that's the mana explosion one that's bigger the more mana you have?
on consoles that is, crysis had per poly hit tracing for over a decade now
>spoiler
Oh, that makes sense honestly. Still kinda wish someone would do it for 2 but I get why it's just the games that have the same format.
I'm gonna need that tLoU edit