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Hitbox facts?
Posted: Mon Oct 24, 2005 5:22 am
by Mogul
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.
Posted: Mon Oct 24, 2005 5:32 am
by Pincus
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
Posted: Mon Oct 24, 2005 5:54 am
by Mogul
If by per-pixel hitboxes you mean per-polygon hit detection, then no, it's not in Quake 4 dm, like it is in DOOM 3.
Posted: Mon Oct 24, 2005 6:06 am
by mjrpes
Is the new type of 'hitbox' maybe a reason why CPU utilization is so high in MP?
EDIT: Although that wouldn't make much sense... as it should be a server side thing, right?
Posted: Mon Oct 24, 2005 10:01 am
by Oeloe
Pincus wrote:Correct me if I am wrong, but it is per-pixel hitboxes
You're wrong. Per [s]vertex[/s] poly hit tests are only done in single player mode.
Why the f*ck isn't there a UBB strikethrough tag in this forum? :icon33:
Posted: Mon Oct 24, 2005 10:03 am
by o'dium
Per Poly. Per pixel would kill your frame rate, per vertex would be hard as fuck to hit

Posted: Mon Oct 24, 2005 10:34 am
by MKJ
i'll shoot you in the vertex!!!!1 :icon33:
Posted: Mon Oct 24, 2005 12:02 pm
by Lenard
o'dium wrote: per vertex would be hard as fuck to hit

:icon32:
Posted: Mon Oct 24, 2005 8:44 pm
by ^misantropia^
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.
Posted: Mon Oct 24, 2005 8:54 pm
by shiznit
So does it matter if you hit someone in the head with the rail or the chest area? Because it doesn't fell like it does.
Posted: Mon Oct 24, 2005 9:15 pm
by dynerman
Hitboxes are the only weapon hit detection used in MP. There's no finer collision resolution.
Posted: Tue Oct 25, 2005 9:40 am
by Mogul
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.
Posted: Tue Oct 25, 2005 10:09 am
by o'dium
Exactly how it worked before. You "hit" the "box" and your on target.
There are no damage zones.
Posted: Tue Oct 25, 2005 10:11 am
by Oeloe
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.