Hey guys. Does anyone know how the hitbox in this game works? There wer all kinds of things to learn about Quake III's so I was wondering if anything had been learned about this one yet.
Correct me if I am wrong, but it is per-pixel hitboxes, with no latency compensation, meaning you should aim where the player is going to go, predict. Obviously you don't need to do this if you have a ping of 40 or bellow.
- Gordon
o'dium wrote:Per Poly. Per pixel would kill your frame rate, per vertex would be hard as fuck to hit
Why? You could use AABB collision detection (i.e. a bounding box) first, and only if that registers a hit, switch to per-pixel detection. Means you only have to run a check against the geometry inside the bounding box.
Mogul wrote:I know the mp portion uses hitboxes. This isn't about whether it's per poly or hitboxes -- it is hitbox.
But I'm wanting to know the charactieristics of how it behaves.
Per poly is much more refined of course because it detects actual hits on the player model and not hits on the box enclosing it (which is larger than the model). Because of the netcode (you have to lead when ping > 0) it would be quite useless to have per poly hit detection, let alone per pixel.