PropertyValue
rdfs:label
  • HitBox
  • Hitbox
  • Hitbox
  • Hitbox
  • Hitbox
rdfs:comment
  • A hitbox is a term used in fighting games to refer to an area of a character that is programmed to react to contact with another character or one of their attacks.
  • HitBox is a puzzle game developed by gameshot and published on Jun. 02, 2016.
  • The term "hitbox" refers to the area around a target where they are susceptible to melee attacks. Example: Onyxia has an extremely large hitbox, she is able to be attacked by melee at least 10 yards away from where her model actually ends.
  • The term "hitbox" refers to the area around a target where they are susceptible to melee attacks. Example: Onyxia has an extremely large hitbox, she is able to be attacked by melee at least 10 yards away from where her model actually ends.
  • The term Hitbox refers to the area of influence of the player in a shmup game. If any object touches it, then the player is affected in some way. If this object happens to be a bullet or wall, the player is usually considered dead or damaged. In most early shmup games, the hitbox was about the size of the player sprite. In most modern shmups, the hitbox is about 1X1 pixels in size, allowing the player to squeeze through rows of very close bullets. In shmups involving shields, the player's hitbox extends to the size of the shield until it runs out (if possible).
  • Disjointed hitboxes are attack boxes that are not attached to the normal hitboxes of characters. These types of hitboxes can hit projectiles and other attacks without risking damage to the player. These hitboxes tend to be found on weapons, such as swords. Some of them are long, giving more range to the character's attacks.
  • Hitbox - wyszczególniony obszar modelu postaci wirtualnej. W serii Unreal Tournament modele zostały podzielone na dwa tego typu obszary, wyróżniając obszar headshot oraz obszar podstawowy. Warto zauważyć, że to od broni, jaką zadany zostały damage, zależy ubytek HP/AP, a nie od trafienia w dany obszar (nie dotyczy broni snajperskich).
  • A hitbox is a representation of the hit detection system used by the Counter-Strike series.
  • The two most common forms of hitbox shapes in video games are cuboids and spheres. Neither is obviously better than the other - cuboids can more easily form long or thin attacks or targets, while spheres are easier to calculate collision detection for. Super Smash Bros. uses cuboids whereas Melee, Brawl, and 3DS/Wii U use spheres and sphere-like structures known as capsules (cylinders with spheres on the ends).
  • Die Hitbox beschreibt einen virtuellen Bereich, in welchem ein Objekt tatsächlich vorhanden ist und nicht nur als Textur abgebildet wird. Dieser Bereich wird für die Berechnung von Kollisionen und/oder Trefferabfragen genutzt. Manche Championfähigkeiten treffen Gegner, auch wenn es so aussieht, als ob sie hätten vorbeifliegen müssen bzw. umgekert - ein Projektiel trifft nicht, obwol die Texturen anstoßen. Das Problem dabei ist, dass die Hitbox eines Champion oder Projektils nicht immer der tatsächlichen, nicht unbedingt visuell realisierten (Hitbox-)Größe entspricht.
owl:sameAs
Level
  • medium
dcterms:subject
DESCRIP
  • Complete all 46 levels
dbkwik:counterstrike/property/wikiPageUsesTemplate
dbkwik:de.leagueof-legends/property/wikiPageUsesTemplate
dbkwik:de.leagueoflegends/property/wikiPageUsesTemplate
dbkwik:el.wow/property/wikiPageUsesTemplate
dbkwik:kongregate/property/wikiPageUsesTemplate
dbkwik:mcleodgaming/property/wikiPageUsesTemplate
dbkwik:streetfighter/property/wikiPageUsesTemplate
dbkwik:supersmashbros/property/wikiPageUsesTemplate
dbkwik:wowwiki/property/wikiPageUsesTemplate
Game
  • HitBox
Name
Genre
  • Puzzle
Type
  • Gravity Mouse only Box Quick
Author
Pub
  • 2016-06-02
url
iga
  • No
upg
  • No
abstract
  • A hitbox is a term used in fighting games to refer to an area of a character that is programmed to react to contact with another character or one of their attacks.
  • HitBox is a puzzle game developed by gameshot and published on Jun. 02, 2016.
  • The term "hitbox" refers to the area around a target where they are susceptible to melee attacks. Example: Onyxia has an extremely large hitbox, she is able to be attacked by melee at least 10 yards away from where her model actually ends.
  • The term "hitbox" refers to the area around a target where they are susceptible to melee attacks. Example: Onyxia has an extremely large hitbox, she is able to be attacked by melee at least 10 yards away from where her model actually ends.
  • The term Hitbox refers to the area of influence of the player in a shmup game. If any object touches it, then the player is affected in some way. If this object happens to be a bullet or wall, the player is usually considered dead or damaged. In most early shmup games, the hitbox was about the size of the player sprite. In most modern shmups, the hitbox is about 1X1 pixels in size, allowing the player to squeeze through rows of very close bullets. In shmups involving shields, the player's hitbox extends to the size of the shield until it runs out (if possible).
  • Disjointed hitboxes are attack boxes that are not attached to the normal hitboxes of characters. These types of hitboxes can hit projectiles and other attacks without risking damage to the player. These hitboxes tend to be found on weapons, such as swords. Some of them are long, giving more range to the character's attacks.
  • Hitbox - wyszczególniony obszar modelu postaci wirtualnej. W serii Unreal Tournament modele zostały podzielone na dwa tego typu obszary, wyróżniając obszar headshot oraz obszar podstawowy. Warto zauważyć, że to od broni, jaką zadany zostały damage, zależy ubytek HP/AP, a nie od trafienia w dany obszar (nie dotyczy broni snajperskich).
  • The two most common forms of hitbox shapes in video games are cuboids and spheres. Neither is obviously better than the other - cuboids can more easily form long or thin attacks or targets, while spheres are easier to calculate collision detection for. Super Smash Bros. uses cuboids whereas Melee, Brawl, and 3DS/Wii U use spheres and sphere-like structures known as capsules (cylinders with spheres on the ends). In Super Smash Bros., hacks can enable hitbox visibility (with a few limitations), such as in this image. In Melee, hitboxes can be seen by setting DBLEVEL to DEVELOP in the debug menu. There is no easy way to display hitboxes in-game in Brawl or 3DS/Wii U, though a common technique is to use hacks to place Super Scope shot visuals where the hitboxes are (which is significantly more involved a process and generally fails for any projectile or item). Should multiple hitboxes of a single move connect with the opponent, only one of them will count. The order of precedence is known as the "hitbox stack" - hitboxes higher in the stack will override ones lower should they both hit at the same time. Mechanically, this is denoted by giving each hitbox an ID number, and lower numbers indicate higher precedence (higher stack position). For example, Marth's down air attack in Melee features its tipper hitbox on top of the stack, so hitting with both a tipper and non-tipper hitbox will result in the tipper counting (even if the majority of the opponent was hit by the other hitboxes). By contrast, the move in Brawl has the tipper on the bottom, so the tipper can only hit if none of the other hitboxes do. As a result, even through the sizes and positions of the hitboxes did not change much between games, the tipper is simple to hit with in Melee while being difficult in Brawl. Hitboxes that are separated from a character's hurtboxes are often called disjointed, which is usually an advantage, as they can connect from a farther distance, while keeping the attacker safer from retaliation and reducing the likelihood of trading blows. Examples of disjointed hitboxes include most weapon-based attacks, as well as the up tilts of Kirby (in Super Smash Bros.) and Snake. An interesting property of hitboxes in the Smash Bros. series is that under most conditions, they occupy not only the space where they currently are, but also the space where they were one frame ago as well as all the space in between (in a straight line, regardless of what the animation might look like during intervening subframes). This characteristic is likely to prevent situations where a fast projectile may end up passing through a character in less than a frame without hitting them. On the other hand, hurtboxes do not stretch over "interframe space" in this way, so a fast-moving object (such as Fox during his Illusion) may be able to move through a slow or stationary hitbox without being damaged. In addition, certain hitboxes in Brawl use the stretch effect to create a very long hitbox, for example in Zero Laser and Aura Storm, instead of stretching over interframe space. It is unclear how the hitbox-stretching mechanism operates in Brawl when time is slowed via training mode or other effects, as Brawl renders subframes, whereas Melee and Super Smash Bros. simply reduce the overall framerate. It is a common misconception that, like some other fighting games, hitboxes and hurtboxes only operate in two dimensions. In actuality, they interact in all three dimensions equally, and there are many situations where certain animations can bring some of a character's hurtboxes outside the line of fire for many attacks (such as the end of King Dedede's sidestep).
  • Die Hitbox beschreibt einen virtuellen Bereich, in welchem ein Objekt tatsächlich vorhanden ist und nicht nur als Textur abgebildet wird. Dieser Bereich wird für die Berechnung von Kollisionen und/oder Trefferabfragen genutzt. Manche Championfähigkeiten treffen Gegner, auch wenn es so aussieht, als ob sie hätten vorbeifliegen müssen bzw. umgekert - ein Projektiel trifft nicht, obwol die Texturen anstoßen. Das Problem dabei ist, dass die Hitbox eines Champion oder Projektils nicht immer der tatsächlichen, nicht unbedingt visuell realisierten (Hitbox-)Größe entspricht. Da die Größe der Hitbox Skin-unabhägig ist, kann es so aussehen, als wäre der Champion oder das Projektil größer bzw. kleiner als die Hitbox, wenn man nicht den klassischen Skin benutzt. Ein anderer Faktor, der die Hitbox beeinträchtigt, ist eine verzögerte Datenübertragung (hoher Ping), die dazu führen kann, dass die Hitbox nicht synchron zum entsprechenden Model ist. Dieses Phänomen tritt allerdigs eher selten auf.
  • A hitbox is a representation of the hit detection system used by the Counter-Strike series.