2021 |
L. Lazaridis; M. Papatsimouli; K. Kollias; P. Sarigiannidis; G. Fragulis , "Hitboxes: A Survey About Collision Detection in Video Games", Lecture Notes in Computer Science, 12789 , Springer, Cham. , 2021. Conference Περίληψη | BibTeX | Ετικέτες: collision detection, hitboxes, k-DOP | Σύνδεσμοι: @conference{Lazaridis2021, title = {Hitboxes: A Survey About Collision Detection in Video Games}, author = {L. Lazaridis and M. Papatsimouli and K. Kollias and P. Sarigiannidis and G. Fragulis}, url = {https://www.researchgate.net/publication/352958813_Hitboxes_A_Survey_About_Collision_Detection_in_Video_Games}, doi = {doi.org/10.1007/978-3-030-77277-2_24}, year = {2021}, date = {2021-07-24}, booktitle = {Lecture Notes in Computer Science}, volume = {12789}, publisher = {Springer, Cham. }, abstract = { Over the past decades, video games have become a mainstream form of entertainment and are increasingly used for other purposes such as education or health. This paper surveys recent research and practice in Collision detection in computer gaming that is the detection when two or more objects collide with each other and it plays a crucial role in almost every game as the majority of them are about one thing hitting another. Ground for your feet; a sword and a warrior’s body; a golf ball and a golf club. Hence we have a lot of hitboxes, an invisible geometry around objects that inform them when a collision takes place. There are several methods which solve this kind of problems but what is proven so far from the research is that computers are unexpectedly bad at dealing with collisions. As a result, it is sensible different games take dissimilar approaches on how the way hitboxes work. In this paper we will be focused on Bounding Volumes Hierarchy (BVH) class analyzing three basic methods: OBB, AABB and k-DOP along with some improvements that have been done throughout the years and how these are applied in modern video games.}, keywords = {collision detection, hitboxes, k-DOP}, pubstate = {published}, tppubtype = {conference} } Over the past decades, video games have become a mainstream form of entertainment and are increasingly used for other purposes such as education or health. This paper surveys recent research and practice in Collision detection in computer gaming that is the detection when two or more objects collide with each other and it plays a crucial role in almost every game as the majority of them are about one thing hitting another. Ground for your feet; a sword and a warrior’s body; a golf ball and a golf club. Hence we have a lot of hitboxes, an invisible geometry around objects that inform them when a collision takes place. There are several methods which solve this kind of problems but what is proven so far from the research is that computers are unexpectedly bad at dealing with collisions. As a result, it is sensible different games take dissimilar approaches on how the way hitboxes work. In this paper we will be focused on Bounding Volumes Hierarchy (BVH) class analyzing three basic methods: OBB, AABB and k-DOP along with some improvements that have been done throughout the years and how these are applied in modern video games. |
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