Hairy Hitboxes and One Way Stickiness

The worst monsters in the Hearthlands warp the fabric of space and time...

Hairy Hitboxes and One Way Stickiness

Postby Sever » Tue Apr 05, 2016 7:44 am

I'm sure it's well known by this point that the hitboxes are a bit simplistic and alpha. Something with Herbalist Tables seems to be especially off, though.

Image

More to the point, the interaction here seems to have a problem with the player's hitbox. I'm not sure if the visual hitboxes drawn by the client (Amber) are even close, as they've proven to be unreliable in other situations. What I noted, though, is that with this setup, being close enough to the herbalist tables merely to use them means that if you try to walk left, you get stuck. This seems to be because the player's hitbox is slightly left of center over the player's position, and when you walk left, it sits just slightly inside the table and you can't move. Moving right works normally and shows a significant gap between the table and player.
Come back two hours earlier.
User avatar
Sever
 
Posts: 723
Joined: Fri Aug 28, 2009 8:38 pm
Location: Elsewhere

Re: Hairy Hitboxes and One Way Stickiness

Postby APXEOLOG » Tue Apr 05, 2016 9:24 am

Sever wrote:More to the point, the interaction here seems to have a problem with the player's hitbox. I'm not sure if the visual hitboxes drawn by the client (Amber) are even close, as they've proven to be unreliable in other situations. What I noted, though, is that with this setup, being close enough to the herbalist tables merely to use them means that if you try to walk left, you get stuck. This seems to be because the player's hitbox is slightly left of center over the player's position, and when you walk left, it sits just slightly inside the table and you can't move. Moving right works normally and shows a significant gap between the table and player.

Movement relies not only on hitboxes, but also on angles and movement speed (due to movement algorithm).
W10 Meme Plot | W9 Mantis Garden | W8 Core | W7 Ofir | W6 the City of Dis | W5 Vitterstad | W4 A.D. | W3 Mirniy
jorb wrote:All your characters will be deleted, and I will level every village any one of them were ever members of.
User avatar
APXEOLOG
 
Posts: 1296
Joined: Fri Apr 23, 2010 7:58 am
Location: Somewhere on Earth

Re: Hairy Hitboxes and One Way Stickiness

Postby Sever » Tue Apr 05, 2016 9:37 am

Yeah, so? The movement stops because hitboxes collide. If they collide one way but not the other, that's a fault in the position of the hitbox. If the hitbox detection itself works differently (i.e. better or worse) based on the angle of movement, then the programmer should be replaced with someone who knows how to use the entire keyboard.
Come back two hours earlier.
User avatar
Sever
 
Posts: 723
Joined: Fri Aug 28, 2009 8:38 pm
Location: Elsewhere

Re: Hairy Hitboxes and One Way Stickiness

Postby strpk0 » Tue Apr 05, 2016 12:20 pm

Sever wrote:Yeah, so? The movement stops because hitboxes collide. If they collide one way but not the other, that's a fault in the position of the hitbox. If the hitbox detection itself works differently (i.e. better or worse) based on the angle of movement, then the programmer should be replaced with someone who knows how to use the entire keyboard.


It's not that it works "better or worse" depending on angle, it's simply that unless you make 110% sure you are walking in a straight line (as in, a line not slanted even slightly towards the herbalist tables, which is almost impossible unless you use some sort of client feature), then you are going to collide with them.
Now, add to what I just said the fact that hitboxes rotate whenever an entity rotates (even if only slightly), so using the picture you described you can figure out how easily one of the corners of your character's hitbox could end up barely scratching the hitbox of the herb tables (unless again, you're walking in a 100% perfectly straight line), hence causing a collision.
If you look at your character's hitbox in the picture you provided you can easily notice proof of what I said (the hitbox isn't a perfect straight square like the herb table's), so it must be rotated at at the very least a small angle, causing you to collide whenever you walk in that direction.

I think if anything the problem here could be that the player's hitbox should be made into a circle instead of a square to prevent problems like this.

EDIT: Actually, upon re-reading your post I can see what you mean. Perhaps the player hitbox is not perfectly centered around its coordinates, and when the player rotates one of the sides just rams itself into the herb tables.
Granger wrote:Fuck off, please go grow yourself some decency.

Image
User avatar
strpk0
 
Posts: 1195
Joined: Sat Sep 03, 2011 11:44 pm

Re: Hairy Hitboxes and One Way Stickiness

Postby Ysh » Tue Apr 05, 2016 3:32 pm

strpk0 wrote:I think if anything the problem here could be that the player's hitbox should be made into a circle instead of a square to prevent problems like this.

I frequently clip on the corners when turning. No corner, no problem.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.
User avatar
Ysh
 
Posts: 5953
Joined: Sun Jan 31, 2010 4:43 am
Location: Chatting some friends on forum

Re: Hairy Hitboxes and One Way Stickiness

Postby jorb » Tue Apr 05, 2016 6:15 pm

I think the real fix here would be to implement some sort of skidding off mechanic. See also: viewtopic.php?f=40&t=45659
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18437
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Hairy Hitboxes and One Way Stickiness

Postby Sever » Tue Apr 05, 2016 11:32 pm

strpk0 wrote:EDIT: Actually, upon re-reading your post I can see what you mean. Perhaps the player hitbox is not perfectly centered around its coordinates, and when the player rotates one of the sides just rams itself into the herb tables.

Yeah, I tested it for a quite a while and it was always easy to go right, and hard to go left, and the direction I came from is irrelevant because while I came into the area from the left, I stopped to use the table then tried to move, which means I was perfectly reasonably perpendicular to start. I also tested being slightly left and slightly right of a table, which changed nothing.

jorb wrote:I think the real fix here would be to implement some sort of skidding off mechanic. See also: viewtopic.php?f=40&t=45659

While sliding is a good general fix, it's complicated and probably a long way off. A mis-centered hitbox, on the other hand, should be an easy fix, and would solve a lot of problems with moving in tight spaces.
Come back two hours earlier.
User avatar
Sever
 
Posts: 723
Joined: Fri Aug 28, 2009 8:38 pm
Location: Elsewhere


Return to Bugs

Who is online

Users browsing this forum: Barkrowler [Bot], Claude [Bot] and 245 guests