How do you manage projectile hit boxes? Do you use a single pixel to eliminate undesirable splashing? Is it feasible to insert event math, something like convert the one-pixel of contact into three pixels separated from each other by 1 meter, then apply 1/3rd of damage to each point of contact (or not, if one of them missed)?
What I am thinking about is something like PPC having a large surface area with short range, vs ERPPC having a small surface area with long range. So maybe ERPPC has 1 pixel, but PPC has three pixels spread over an area. I am thinking about a couple of things here (buff to "accuracy" is another) but dont know how you guys have it defined.
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Q For Devs Re Projectile Hitbox Size
Started by UrsusMorologus, Dec 01 2014 08:39 AM
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