A hit box (also hit box; English hit = hit; box = crate/box) describes a pre-defined, virtual, for the user usually not visible, range around a 3D-Modell in a 3D-Engine (and/or Game engine) which for the computation by collisions and/or hit inquiries is used. Hit boxes serve here predominantly for the simplification of computations 3D-Modelle, in particular those from persons, from a multiplicity of Polygonen exist there. The more complex the engine the more similarly becomes the hit box the appropriate 3D-Modell.
Even if hit boxes are substantially more complex in modern Engines, as a simple box, the word is originally derived of exactly this importance. In the beginnings of play history indeed each 3D-Objekt a simple box was described. Also today for fast Vorberechungen or test runs in 2D or 3D-Konstruktionsprogrammen so-called Bounding volumes is still used, which are in the reason simple geometrical forms (ball, cylinder, right parallelepiped/circle, rectangle). In particular with Ego Shootern this leads however to problems: a simple geometischres object leads with the hit inquiry naturally to a quite unsatisfactory result, since also hits can meet the Bounding volume beside the actual 3D-Modell of the opponent (thus the optically visible goal) and hurt thus the player/opponent virtually. With Rennsimulationen almost rectangular and/or is however less problematic, the vehicles is usually likewise very simply knitted into ihrere basic form.
Apart from the use for the computation of the physical demarcation of an object hit boxes are suitable also for the regulation of different hit zones, this are again vorwiedend in Ego Shootern importantly, there a difficult head hit (Headshot) usually for a larger energy departure lead than a simple hit at the Torso, which can be appropriate. The more exactly here the hit boxes (these do not have to be as mentioned inevitably cubic or the appropriate model to enclose, can the more realistic be arranged also appropriate plays - areas of application exist sufficiently, for instance limping in case of a leg hit.
Even if a 3D-Modell is described by several different boxes or other forms, one speaks nevertheless of a hit box per 3D-Modell.
The hit box system is at most common system for the determination of hits, some few plays (e.g. Doom 3) uses however an absolutely accurate system (by Polygon hit Detection) - these systems are however unequally resources reading tigers and permit in on-line plays usually a by far smaller player number.
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