What is the collision detection in halflife1?

Cerberus

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With half-life2 collision detection is accurate to 1/32nd of a unit, and for the single player they are using 1 inch for 1 unit. Mods can readjust the scale as they see fit, though with 1 unit equaling a larger distance the collision detection becomes less accurate.

To make a more informed decision about what unit scale to use, it would be helpful if I knew how accurate the collision detection is for hl1. Does anyone know what the collision detection was accurate to? 1/4th of a unit? 1/8th? Also what distance does one unit typically represent in hl1?
 
well the player character is 33 units or something.. or is it 64. anyway its around that number so that gives an idea of the unit size.

HL1's collision detection wasn't very accurate, not compared to HL2 anyway and since a lot has changed it wouldn't help much knowing
 
Fenric1138 said:
well the player character is 33 units or something.. or is it 64. anyway its around that number so that gives an idea of the unit size.

HL1's collision detection wasn't very accurate, not compared to HL2 anyway and since a lot has changed it wouldn't help much knowing

It's 64. Had to learn that while I was mapping so I could build things to scale... the hitscan method (collision detection method used in HL) kinda sucks no matter what kind of accuracy you're talking about, but it works. DOOM III uses a more advanced hit detection method... it's a per-polygon method, I think... someone please refresh my memory.
 
It's a little early to worry about such technical situations without full details in the area you are disecting. For instance, you assume that Source does not equaly scale it's collision detection along with any ajustments made to the scale of units within maps. Perhaps that would have been a much more logical question to ask. Either way, no one here knows if this is true. Your best bet is to just email Valve about this subject. I'm sure Source does auto scale hit detection if it needs to, but thats just my guess.
 
Murray_H said:
Per-pixel is its name i think :S

Yeah, that's what I was thinking... but I said polygon instead because it made more sense to me. Maybe the former is correct.
 
Adam said:
It's a little early to worry about such technical situations without full details in the area you are disecting. For instance, you assume that Source does not equaly scale it's collision detection along with any ajustments made to the scale of units within maps. Perhaps that would have been a much more logical question to ask. Either way, no one here knows if this is true. Your best bet is to just email Valve about this subject. I'm sure Source does auto scale hit detection if it needs to, but thats just my guess.

Well, if you re-scale the size of the units on which the accuracy of hit detection is based, the accuracy of hit detection should follow all by itself. Does that sound right?
 

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coolio2man said:
Aren't you that super trooper guy?

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Yeah, he is Super Trooper, I think! Just PM next time...
 
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