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Wall Hitboxes 

UncommentatedPannen
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I explain how wall hitboxes work. I'm sure everyone's encountered their fair share of strange wall hitbox encounters, but fear no more - now you'll understand exactly what's going on and why! Thanks to Tyler Kehne and Peter Fedak for looking into the code for wall hitboxes and then explaining to me so that I could explain it to everyone else.
Here's a summary: Walls extend out in the cardinal direction that most closely matches their perpendicular direction. For 45 degree angled walls, they extend out in the X direction. Walls extend outward a distance that makes the perpendicular distance 50 units. They also extend inward a distance that makes the perpendicular distance 50. If Mario enters this parallelogram, then he is instantaneously moved outward perpendicularly to the edge of the parallelogram.

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1 авг 2024

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Комментарии : 404   
@jan050375
@jan050375 8 лет назад
i was wondering why some walls in this game have such weird "invisible walls" around them for all those years. finaly it all makes sense!
@UncommentatedPannen
@UncommentatedPannen 8 лет назад
nice!
@crylune
@crylune 3 месяца назад
Well, 7 years later Pannen made an even more informative video on invisible walls on his main channel. Should check it out
@jan050375
@jan050375 2 месяца назад
@@crylune i did watch the whole thing already.
@robotcalus
@robotcalus 2 месяца назад
​@jan050375 my man 💪
@CrackedDylMil
@CrackedDylMil 8 лет назад
"now that we're wall experts" Yeah I'm a wallintoligist. I've been studying how walls work for 24 years
@omnipresentsnowflake4698
@omnipresentsnowflake4698 7 лет назад
I'm sir wallington and this is my wall shop...
@walugusgrudenburg3068
@walugusgrudenburg3068 6 лет назад
Walluigi is too
@olds86307
@olds86307 3 года назад
now 24 and 01
@ian_odell
@ian_odell 5 месяцев назад
wall lore
@jeremyzorek
@jeremyzorek 8 лет назад
I like how even the most basic, simplest thing in the game still makes your mind turn inside out.
@peterpeterson4800
@peterpeterson4800 8 лет назад
But how do you turn a sphere inside out?
@mc_sea
@mc_sea 8 лет назад
I remember that video it was so old but I still watched it all.
@aurelia65536
@aurelia65536 7 лет назад
Peter Peterson Do you mean to tell me we can turn a sphere inside out but not a circle?
@giod4713
@giod4713 7 лет назад
+Teh Joosh Yes, Think of it like a monorail.
@SuperFromND
@SuperFromND 7 лет назад
*a bunch of low drone-like sound effects*
@tenchimuyo69
@tenchimuyo69 7 лет назад
Probably the most amazing wall video I've seen in at least two days.
@BastAbst
@BastAbst 7 лет назад
tenchimuyo69 Lenny face
@ianmathwiz7
@ianmathwiz7 3 месяца назад
And now there's an even more amazing wall video out.
@tenchimuyo69
@tenchimuyo69 3 месяца назад
@@ianmathwiz7 Can you believe I have already seen it!?
@scantyer
@scantyer 8 лет назад
So mario 64 walls are more complicated than real life walls
@prid4783
@prid4783 7 лет назад
German Shepherd yea
@pumpkinman681
@pumpkinman681 7 лет назад
*every video game wall is Even though real life walls can be complicated too if you go into detail...
@buca117
@buca117 7 лет назад
German Shepherd Not even close. Mario 64 walls don't have to worry about the atomic polarity difference between the human hand (and all its trace elements) and the surface of the wall (including its base material, composition of that base material, and everything attached to that base material by polar and other forces). Touching things IRL is stupid complicated, and that's just for a basic understanding.
@thatoneguy9582
@thatoneguy9582 6 лет назад
German Shepherd Not really sometimes my hand clips into the wall
@BHRA78
@BHRA78 5 лет назад
@@thatoneguy9582 i like how you make joke while everyone else is making logical statements
@LinkEX
@LinkEX 8 лет назад
This is surprisingly interesting. I always wondered why the distance kept to some walls was so big, while that of others was practically nonexistant, and why you could sometimes walk closer then usual just before getting pushed out. Great job on the illustrations, that made it very easy to understand.
@Lugmillord
@Lugmillord 8 лет назад
Yay, now we are all wall-experts. ^.^ Did you prepare certificates? A lot of these things sound like workarounds/small errors where the developers probably thought "nobody will ever notice or care". But they surely didn't expect a pannenkoek to exist.
@x1g5dj7dh4
@x1g5dj7dh4 8 лет назад
+Lugmillord I wonder if SM74 now seems different now with wall knowledge
@Lugmillord
@Lugmillord 8 лет назад
Chang Jia Yang Not really. It's still the cheap hack it was back then xD
@isyanmkw181
@isyanmkw181 8 лет назад
A wild Pannenkoek appeared!
@ADoodGuy
@ADoodGuy 7 лет назад
Lugmillord Nobody expected the Dutch to make pancakes.
@gingerlovin4u
@gingerlovin4u 7 лет назад
Things were done these ways usually due to a limitation in the hardware they had available at the time (things like the memory of the unit would limit how much information they can store in any scene at a time etc.)
@Polsar188
@Polsar188 7 лет назад
Dude. I do not understand how you did this. I played Super Mario 64 years ago, got 94 stars, beat bowser, and then never really thought about it much after that. Then I saw your video about killing the Mystery Goomba in my recommendations, and I was like, "ok, I have to know what that's about." And now I'm learning all kinds of stuff about SM64 that I never even thought of before. Your videos are hypnotically informative, and I love them.
@TheWritersMind
@TheWritersMind 8 лет назад
what the heck happened at 4:25 when mario went sideways?
@UncommentatedPannen
@UncommentatedPannen 8 лет назад
Weird things can happen when you're crouch-sliding and crawling if there are walls nearby.
@TheWritersMind
@TheWritersMind 8 лет назад
have we found any way to exploit these weird interactions? also it looks like it pushed you up, could something like that be what happened in the TTC upwarp? Have we experimented with this?
@UncommentatedPannen
@UncommentatedPannen 8 лет назад
It's purely a graphical phenomenon. Mario's position is still on the ground just as normal
@abcdefghilihgfedcba
@abcdefghilihgfedcba 8 лет назад
+pannenkeok2012 And it doesn’t happen in the mirror’s reflection in the mirror room for whatever reason.
@UncommentatedPannen
@UncommentatedPannen 8 лет назад
See ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-KAZjj2BTpD0.html
@notchmath9642
@notchmath9642 8 лет назад
3:58 I'm a wall expert, mom!
@egg_ox
@egg_ox 8 лет назад
Mom, get the camera!
@cheryldellasantina3414
@cheryldellasantina3414 7 лет назад
What wall collage should I go to Mom?
@aurelia65536
@aurelia65536 7 лет назад
Cheryl Della Santina *wallage
@viridian6812
@viridian6812 7 лет назад
*knawledge
@SuperNuclearBoss
@SuperNuclearBoss 7 лет назад
Team Rocket do your intro next time
@PikaPetey
@PikaPetey 7 лет назад
this is cool
@TimrodDX
@TimrodDX 8 лет назад
Question: Do the actual hitboxes (where Mario has to punch or kick to, say, break a cork block) correspond to the collision detection/bounding boxes you've described, or are they separate? I know in most modern games bounding and hit boxes are usually separate but given Mario 64's early release in the N64's lifecycle and that it's one of the first 3D games Nintendo ever worked on I'm not so sure.
@noahhall2302
@noahhall2302 7 лет назад
Dang, this is such a good question gone unanswered.
@ratsratsratsratsrats
@ratsratsratsratsrats 7 лет назад
Geometry detection and hit detection are most likely to different systems as most objects probably aren't solid. I don't haven't played this game much so this is just theory with no testing done
@dentistguba
@dentistguba 7 лет назад
I think they were a lot closer to the visible mesh 'cause the N64 could only really render the necessary geometry for a level. later games added polygons to the visible meshes which would strain the CPU in collisions but mostly just increase the clunkyness of movement. Also not sure what level design tools were used, may have been easier to just build levels in an ordinary 3d editor and write code to interpret the collisions than to write a custom tool.
@natnew32
@natnew32 6 лет назад
I believe "If mario enters the 50px boundary while in x state, perform x action.
@LinksYTLink
@LinksYTLink 6 лет назад
Not *one* of the first But the first 3D game Nintendo launched.
@notchmath9642
@notchmath9642 8 лет назад
Could we theoretically use the slanted walls to warp through a thin wall?
@ahbeef
@ahbeef 8 лет назад
i wonder why the cork box's hitbox isn't aligned the way it should be, could it be because it's not a perfect square?
@chlorobyte
@chlorobyte 8 лет назад
+ahbeef Probably. Maybe because it's...just one unit off
@jewel_
@jewel_ 8 лет назад
As a programmer for games, i can't even work out why the hitboxes extend in that weird cardinal direction skew fashion. They already calculate the distance along the normal to extend it by, so its not even aligned to some easy grid or anything. Nor is it easier to test for collisions with, as the easiest to test are boxes aligned to the world axis (AAB, axis-aligned box) followed by a slightly tougher arbituary rotation of a cube (OOB, object-aligned box) followed by the tough arbitrary polygon shapes. Also, as a bonus topic: the way OOBs do hit tests with a point normally is that you just rotate the entire world matrix by the inverse of the box rotation. Ie reverse the rotation so that it's an AAB again. If you try to do a OOB hit test with any other polygon shape the same applies since it's easier to test against an AAB. However, if you're trying to do a hit test between an OOB and an AAB, rotating everything gives you... an AAB and an OOB! so no benefit at all
@romajimamulo
@romajimamulo 8 лет назад
+Jewel Ots SM64 was coded on drugs
@jongyon7192p
@jongyon7192p 8 лет назад
is it cuz Object-aligned Box is OAB?
@hi-i-am-atan
@hi-i-am-atan 8 лет назад
+Jewel Ots Keep in mind, SM64 was one of the first games with a fully 3D world, and likely Nintendo's biggest attempt at it at the time. Mostly of the earlier 3D stuff, to my knowledge, was done by the western world and either had the 3D height done seperately from the rest of the physics ( see: Doom and the other idtech 1 gang ) or ... actually, I'm not sure how Build handles 3D height, but it's always looked janky to me. Quake was released literally the day before SM64, so it's obviously impossible for it to be an influence.
@KingBobXVI
@KingBobXVI 7 лет назад
I'm just wondering why they chose to represent Mario as a point instead of a sphere - sphere/plane collisions are way easier than points/axis-aligned-not-really-boxes. My guess is they were just trying to save cycles. Checking distance to a _capped_ line takes a few multiplications, but their method lets you skip a lot of math with a basic "is pMario.y > topPoint.y or pMario.y < bottomPoint.y", and even more by just checking the distance to the _infinite_ line.
@groszak1
@groszak1 7 лет назад
Yeah, and I'm just wondering why they chose to learn addition first - square root is way easier than addition. My guess is they were just trying to save children's brains.
@tricursor2481
@tricursor2481 Год назад
I just want to say, your videos are amazing. I've linked them to a few of my friends who are like minded and decided to either go back to school for game development or started programming games from their general programming knowledge. And your videos do an excellent job explaining concepts that might not make a lot of sense to people intuitively, like hit detecting (collision), memory management (which isn't nearly as much of a big deal as it was on the n64, but still a fundamental you need to know), etc. And plus, sm64 is a game they've all played so it's even easier to understand. I've taught them how to use the sm64 decomp repo to modify code and then run it, and this is a quick way of reminding them why they want to be a game dev if they ever feel overwhelmed.
@connorolding9870
@connorolding9870 8 лет назад
this video seems to apply to OoT and MM as well, except the push distance is 15 units in those games.
@romajimamulo
@romajimamulo 4 года назад
How large is their character in units?
@Umneriko
@Umneriko 7 лет назад
join us next episode where we talk about floor hitboxes.
@QuinGracia
@QuinGracia 6 лет назад
Umneriko that legit happened
@QuinGracia
@QuinGracia 6 лет назад
Umneriko it’s called “Walls, Floors, & Ceilings”
@GretgorPooper
@GretgorPooper 7 лет назад
I can't believe I'm watching an SM64 science video and enjoying it as much as I am.
@InnocentDoodles
@InnocentDoodles 7 лет назад
I clicked on this by accident, but then I was already invested. What am I doing with my life right now, I have a paper to write.
@IamDehFury
@IamDehFury 7 лет назад
tbh this is the only channel that I actually pay full attention to for educational purposes
@burritoman2k
@burritoman2k 8 лет назад
Damn, I didn't think it was that complicated. Interesting observation.
@nameless8692
@nameless8692 7 лет назад
4:25 Mario defies the laws of physics.
@wyrmwynd
@wyrmwynd 8 лет назад
This is so super interesting, I've always wondered about the weird ways the objects pushes Mario around in this game. I'm not a very technical person, but you explain things very well, thank you for making these!
@Gzalzi
@Gzalzi 8 лет назад
I love these videos. Incredibly informative. I'm super interested in the little intricacies of design like this.
@karkathomestuckvantas1761
@karkathomestuckvantas1761 8 лет назад
6:18 "Inner Hibox"
@Zadamanim
@Zadamanim 8 лет назад
My inner Hbox plays jigglypuff.
@kirjian
@kirjian 8 лет назад
my inner hbox sleeps.
@cbh148
@cbh148 7 лет назад
my inner box identifies as cork. it's not a choice.
@EdStuter
@EdStuter 6 лет назад
typotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypotypo
@brianpso
@brianpso 8 лет назад
So much information, damn!
@Saxshoe
@Saxshoe 4 года назад
These videos are the kind of resource who's value doesn't become apparent until some SM64 speedrunner in 2044 uses this hitbox behavior in a strat
@1gnore_me.
@1gnore_me. 7 лет назад
as a game developer this is actually really interesting! I love reading about how older videogames handle problems like this
@MarkChimes
@MarkChimes 7 лет назад
Wow. That was surprisingly interesting!
@scarlas7071
@scarlas7071 8 лет назад
I think those snapping effects that occur when you enter a hitbox from the side could be very useful in speedruns. They could probably be used as small boosts to save a few frames. Also, have you checked if there is no 1 unit wide gap between the hitboxes on the x axis of a 45 degree angled box? A single unit would allow you to walk straight through.
@fuducker2
@fuducker2 7 лет назад
These videos are the best! I love pretending to understand stuff!!!
@videooven
@videooven 8 лет назад
the legend is back
@GameplayReviewUK
@GameplayReviewUK 7 лет назад
Now I know why I hated the orange blocks so much.
@dannymcandyman
@dannymcandyman 7 лет назад
Was actually glued (snapped?) to this video. Incredibly interesting, somehow.
@colonthree
@colonthree 8 лет назад
One of the best RU-vidrs out there right now. :'3c
@DoubleATam
@DoubleATam 8 лет назад
2:32 Goodness me. Is this an explanation for at least some of the "invisible walls" I encounter when I longjump?
@UncommentatedPannen
@UncommentatedPannen 8 лет назад
Nope. But stay tuned for a video all about those invisible walls
@JohnnyKronaz
@JohnnyKronaz 7 лет назад
I didn't know I wanted to know this, but now I know it, and I'm glad I do.
@twilightknight123
@twilightknight123 7 лет назад
... Why did I just watch a 7 minute video about the wall hitboxes in SM64? I haven't played this game in 10 years and I probably never will again
@CrisperPoet
@CrisperPoet 7 лет назад
i don't know why I'm watching this, but it's intriguing no less.
@MorgurEdits
@MorgurEdits 7 лет назад
Love the explaining music
@ryanzasuly6757
@ryanzasuly6757 7 лет назад
Why is this so interesting its literally talking about wall hitboxes in mario 64 what has my life come to
@EdStuter
@EdStuter 6 лет назад
6:13 Hiboxes, those are cool!
@marscaleb
@marscaleb 7 лет назад
This is quite fascinating. I wonder why they were set up this way. Responding to the cardinal directions sounds somewhat reasonable, because the math can be computed much faster. But they compute the exact angle anyway to push Mario back, so why not just check it against that angle to begin with?
@TheRobloxianOfTheWorld
@TheRobloxianOfTheWorld 8 лет назад
6:16 Hiboxes are great, aren't they?
@KrazyScruffy9001
@KrazyScruffy9001 8 лет назад
I've been playing through Super Mario Sunshine recently and I noticed some similar behaviors when colliding with walls and platforms. I assumed that Sunshine took the 2D Mario style of collisions (invisible lines on Mario's left, right, top and bottom) and adapted them to 3D somehow but this makes more sense.
@SuperShadow
@SuperShadow 8 лет назад
so is mario's position for wall collision a 2 byte short as well? I keep thinking that for mario to be "exactly" 6:30 at an intersection, it'd need to be in terms of integers (as opposed to floating point)
@UncommentatedPannen
@UncommentatedPannen 8 лет назад
To encounter the snapping phenomenon alluded to at 6:30, Mario's position just needs to enter the triangle region where the two wall hitboxes overlap, not an exact point. So it's more lenient that just a single point. Also, I believe Tyler's told me that for wall collision Mario's float position is used, and it is not converted to a short first.
@ranibro
@ranibro Год назад
Thanks, now I know how to get inside your walls
@Bgilmour
@Bgilmour 7 лет назад
So what's with the weird hitbox on the star statue in the back of the castle?
@Patrick.Weightman
@Patrick.Weightman 7 лет назад
LOVE the music
@ButtKickington
@ButtKickington 7 лет назад
4:25 he is on the pipe sideways. How does that work?
@RyutaaKuzunoha
@RyutaaKuzunoha 8 лет назад
At 0:51. That box on the left is one heck of an optic illusion.
@UncommentatedPannen
@UncommentatedPannen 8 лет назад
Hence why I made the executive decision to show a less accurate by much simpler version as well for each diagram
@ChafradorGaming
@ChafradorGaming 6 лет назад
are the hitboxes the same in a parallel universe? and can you do half an a press?
@LaCheeseman
@LaCheeseman 5 лет назад
4:25 why does he go sideways for a couple of frames
@renakunisaki
@renakunisaki 8 лет назад
Wow, that's... awkward, but surprisingly simple for 3D. But seems like if you have a box at *almost* 45°, you'd have some funky angles. And what about slopes?
@computercat8694
@computercat8694 8 лет назад
+Rena Kunisaki Slopes≠Walls
@renakunisaki
@renakunisaki 8 лет назад
So only completely vertical surfaces are considered walls?
@UncommentatedPannen
@UncommentatedPannen 8 лет назад
Perfectly vertical = walls Facing upwards = floor Facing downwards = ceiling This is especially useful for triangles that rotate, such as the triangles that make up the red coin spinners in TTC. They are constantly switching between the 3 categories.
@renakunisaki
@renakunisaki 8 лет назад
Huh. I'd have thought triangles usually stay as one type. I wonder if that could explain the upwarp? Some obscure corner case where a rotating object changes between wall/not-wall and a plane of its hitbox briefly becomes extremely long due to it being at 44.9999999° or such?
@UncommentatedPannen
@UncommentatedPannen 8 лет назад
Except the spinners weren't rotating in that video since he had entered on 12
@Fireblaze3127
@Fireblaze3127 8 лет назад
really interesting stuff :o
@FelixVG
@FelixVG 7 лет назад
geweldige naam man!
@leonhardeuler3080
@leonhardeuler3080 7 лет назад
So if you pick up an object like a cork box and rotate it around, does that mean that the hitboxes will transform to remain along the cardinal directions, creating a different topology of edges and lips? If so, can you think of any ways this could be taken advantage of during runs?
@DarkLink1996.
@DarkLink1996. 7 лет назад
No. As seen in another video, objects picked up are not the true objects, but a representation of the object slot. the real objects remain where they were, but are invisible and intangible.
@DarkLink1996.
@DarkLink1996. 7 лет назад
No. As seen in another video, objects picked up are not the true objects, but a representation of the object slot. the real objects remain where they were, but are invisible and intangible.
@PianoMastR64
@PianoMastR64 7 лет назад
That's good info, but it sort of bypassed Leonhard Euler's question. What about rotating platforms then?
@tech6hutch
@tech6hutch 7 лет назад
I don't know for sure, but I would guess that rotating platforms have their own, more computationally-expensive collision system.
@groszak1
@groszak1 7 лет назад
Rotating platforms don't have walls.
@MoonlightFox
@MoonlightFox 8 лет назад
This seems like a VERY convoluted way of doing hit boxes. I can only assume this is because it was one of Nintendo's early 3D games. As it's often been quoted that Starfox2 was one of the main inspirations for Mario64, I wonder what the hitboxes on that title look like..
@CrackedUpUnicorn
@CrackedUpUnicorn 8 лет назад
What is the pole in BitFS? Is that treated like an octagon you showed here? Could you orientate yourself on the pole so that you have the maximum displacement possible? Even if it still doesn't allow you to reach the platform, it's still minimising the distance between Mario and the platform?
@QuinGracia
@QuinGracia 6 лет назад
Jonathan Mace climbing a pole doesn’t use collision on the pole. It probably doesn’t even have collision.
@angry8232
@angry8232 5 лет назад
what about in WF? there are these pillars by the In The Blue star or whatever which seem to have displaced hitboxes
@atouloupas
@atouloupas 7 лет назад
Thats why Mario can sleep when he stands in front of the corner of a box!
@therealmjoc
@therealmjoc 7 лет назад
I'm gonna play the panpipes whenever I need to go into detail.
@fenfan4777
@fenfan4777 6 лет назад
4:24 how the hell did you slide there for a few frames?
@wardablemusic
@wardablemusic 7 лет назад
what should i do with this information?
@AxelLeJeff
@AxelLeJeff 7 лет назад
This is very interesting. Collision and hitboxes aren't really an issue with Source, at least not at this level of architectural detail, but this is very reminiscent of the visleaf system in Valve's (in)famous engine.
@beriff5398
@beriff5398 7 лет назад
theories and guides about Mario 64? Mommy, where am I!
@tbotalpha8133
@tbotalpha8133 7 лет назад
It's amazing seeing how programmers did stuff like this in the early days of 3D, when there was no tried-and-true standard way of doing things. Everyone was just fumbling around in the dark, building patchwork solutions, until middleware like Havok came along and offered a holistic, standardised method.
@mibdev
@mibdev 7 лет назад
Huh, a good content creator, who doesn't speak or make meme/TTS videos. *Amazing*
@TheJayKayA
@TheJayKayA 6 лет назад
6:13 the Hi-Box! :D :))
@cst1229
@cst1229 3 года назад
Walls, Walls & Walls
@KingMetalMario
@KingMetalMario 6 лет назад
I think the hitbox extends 50 units as marios hitbox is 50 units from the actual position so that he wouldn't appear inside it?
@anabiel7630
@anabiel7630 8 лет назад
Walls are weird in this game. I guess, this early into the advent of 3D gaming, they were still trying to figure things out.
@twilight-sparkle
@twilight-sparkle 7 лет назад
Why'd Mario go sideways for a few frames at 4:25?
@userPrehistoricman
@userPrehistoricman 7 лет назад
It was a prediction of Tony Hawk's Pro Skater 5
@DanielConley-ItsDanCon
@DanielConley-ItsDanCon 7 лет назад
Whenever Mario crouches, slides, or does anything that allows him to be tilted left to right, forwards or backwards, a triangle (that isn't rendered) is used to calculate what side and amount Mario should be tilted. The reason why Mario went sideways is because of a glitch in determining where the triangle should be. Pannenkoek2012 has a video about it somewhere... Or maybe someone else made it, I can't say for sure.
@userPrehistoricman
@userPrehistoricman 7 лет назад
Daniel Conley It was somebody else
@mikhailmcmorrow6440
@mikhailmcmorrow6440 7 лет назад
only panenkoek could make a video about walls and make it complicated.
@straxan
@straxan 7 лет назад
when its showing gameplay, which level/song is playing? thx
@QuinGracia
@QuinGracia 6 лет назад
J4ckK file select theme
@majorgnu
@majorgnu 7 лет назад
And it's these gaps, misalignments and overlapping regions that produce the effect commonly known as "jank."
@SuperNintendawg
@SuperNintendawg 6 лет назад
2:34 Sure... windmills...
@JadeMythriil
@JadeMythriil 7 лет назад
What was music for when you were explaining?
@QuinGracia
@QuinGracia 6 лет назад
Mithel Celestia file select theme
@AloisMahdal
@AloisMahdal 7 лет назад
RU-vid just sent me here from Vsauce's "Why do we kiss". I have no idea why. But this video I liked and informative I found it!
@Lyoko.G
@Lyoko.G 7 лет назад
4:25 3 frames of weird Mario placement
@C73k
@C73k 6 лет назад
I like how your videos ends just end
@joltedjon
@joltedjon 7 лет назад
4:25 magic mario, walking sideways
@paulwebb2078
@paulwebb2078 8 лет назад
Why are the cork box's hitboxes different from the other boxes?
@Architector_4
@Architector_4 8 лет назад
My best bet is that its considered as 44 or so degree wall. Like that 30 degree wall on 2:35
@Mushroomhead671
@Mushroomhead671 8 лет назад
How are square hitboxes different from something like a square object rotated 45 degrees? Could a box technically become a 45 degree rotated square if Mario moves into the correct position or moves it in the correct position somehow, or is it based on the box's position on the map?
@UncommentatedPannen
@UncommentatedPannen 8 лет назад
It's based on the box's orientation relative to the map. Every map is laid out on a coordinate system.
@Mushroomhead671
@Mushroomhead671 8 лет назад
+pannenkeok2012 ok, that makes sense. Like the box on BitS is right on the x and y axis perfectly
@UncommentatedPannen
@UncommentatedPannen 8 лет назад
This video might be helpful: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-3lADTcTkAvk.html
@DocDuko
@DocDuko 7 лет назад
that's great and all but can you science how to cannonless please?
@yosifmukhled1720
@yosifmukhled1720 7 лет назад
we need to build a wall
@AdamX21198
@AdamX21198 7 лет назад
I wonder why they went for such a complex solution to something you'd expect to be so simple? Perhaps there were some limitations on the N64.
@groszak1
@groszak1 7 лет назад
Nothing could be simpler.
@Diysion
@Diysion 8 лет назад
is there anything in mario 64 that's as straightforward as you'd expect haha
@jop3249
@jop3249 8 лет назад
+Gronklems you can walk with the analog stick
@Lugmillord
@Lugmillord 8 лет назад
+JopYT But not necessarily in the direction you are holding ;)
@DanoDude
@DanoDude 8 лет назад
+JopYT but the tracking system.the inputs collisions,speed?
@jop3249
@jop3249 8 лет назад
what have i done
@UncommentatedPannen
@UncommentatedPannen 8 лет назад
I just remembered, Tyler made some slides about the mechanics behind walking: drive.google.com/file/d/0B06weeQA2uS9Vmw1NEFJS1E4WTg/view?ths=true
@aekobn8520
@aekobn8520 8 лет назад
For the cork boxes is the one side not at a 45º angle or is the hitbox just strange. If it were slightly angled, wouldn't that make the inner hitbox of the other wall actually extend past the edge of the outer hitbox ever so slightly?
@UncommentatedPannen
@UncommentatedPannen 8 лет назад
You're assuming that the walls form a perfect square, which I said was a false assumption. The angles of the walls are slightly off from the ideal (and not all off in the same way), and for a wall whose ideal is 45 degrees, a small discrepancy will make the difference between an X projected hitbox and a Z projected hitbox.
@aekobn8520
@aekobn8520 8 лет назад
+pannenkeok2012 So all of the walls are off, not just the one in the bottom right corner?
@UncommentatedPannen
@UncommentatedPannen 8 лет назад
Some are exactly right, and some are a little off (in either direction). But the bottom right wall is the only one whose being off caused its hitbox to deviate from its ideal orientation. The moral of that example is that even when you try to apply the knowledge from this video to walls that you see, there's still some chance of error due to the walls being imperfectly placed
@aekobn8520
@aekobn8520 8 лет назад
+pannenkeok2012 I guess I was just assuming that the rest of the walls were all perfectly angled. Thanks for the explanation. :D
@0GTXR
@0GTXR 7 лет назад
These videos can help game development, huehue
@Fraggr92
@Fraggr92 7 лет назад
Do games still function like this to this day? Or have newer better tehcniques arisen as the technology improves?
@polybius1381
@polybius1381 8 лет назад
This is one of the weirdest way of collision detection I've ever seen.
@chlorobyte
@chlorobyte 8 лет назад
+Nick TwoThousand nahh
@chlorobyte
@chlorobyte 8 лет назад
***** since i am a dev, i know how its not hard at all
@chlorobyte
@chlorobyte 8 лет назад
***** videogames, apps and servers
@chlorobyte_projects
@chlorobyte_projects 6 лет назад
hi my cringy version nice to meet you
@DasAntiNaziBroetchen
@DasAntiNaziBroetchen 3 года назад
I am skeptical that walls actually have hitboxes around them. Aren't they just detected by sphere and ray casts, giving you the *impression* there's a hitbox around them? Also this collision system very much looks like something that was only used for movable objects, like that crate. Am I wrong?
@EP1CxEMAN08
@EP1CxEMAN08 6 лет назад
3:57: Patrick Star: DON'T TELL ME, 9001x
@predatortheme
@predatortheme 7 лет назад
Well, for my game i am using the same testing method.. Using plane/sphere intersection.. For the corner problem i combine plane/sphere testing with sphere/edge testing.. Which will test a points distance against a line segment (a triangles edge) This way, your corners will turn into sphere segments which will repell you back, the flat walls stay as boxes.
@bonfire5736
@bonfire5736 7 лет назад
Congraturation; this story is happy end. Challenge again? Go ahead dauntlessly! Make rapid progress!
@marioisawesome8218
@marioisawesome8218 7 лет назад
Get out. Wrong game.
@avery42069
@avery42069 7 лет назад
Nintendo made this game beautifully complicated
@zeyode
@zeyode 7 лет назад
Is this just how they work in SM64, or how they work in every game/most games?
@czardonyx
@czardonyx 7 лет назад
What is the song that starts at 0:09?
@QuinGracia
@QuinGracia 6 лет назад
Czardonyx the SM64 file select theme.
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