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Collision detection
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==== Hitbox ====<!-- Deleted image removed: [[File:GearheadsCollisionBoxSize.png|thumb|A [[Debug menu|debug]] dialogue box in ''[[Gearheads (video game)|Gearheads]]'' controlling an object's hitbox {{Deletable file-caption|Tuesday, 9 July 2024|F7}}]] --> <!-- Deleted image removed: [[File:GearheadsCollisionBox.png|thumb|The hitbox of a ''[[Gearheads (video game)|Gearheads]]'' toy, controlled by the above screen {{Deletable file-caption|Tuesday, 9 July 2024|F7}}]] --> A '''hitbox''' is an invisible shape commonly used in [[video game]]s for real-time collision detection; it is a type of bounding box. It is often a rectangle (in 2D games) or [[cuboid]] (in 3D) that is attached to and follows a point on a visible object (such as a model or a sprite). Circular or spheroidial shapes are also common, though they are still most often called "boxes". It is common for animated objects to have hitboxes attached to each moving part to ensure accuracy during motion.<ref>{{cite web|title=Hitbox|work=Valve Developer Community|url=http://developer.valvesoftware.com/wiki/Hitbox|publisher=[[Valve Corporation|Valve]]|access-date=18 September 2011}}</ref>{{Unreliable source?|date=March 2018|Wikis are not suitable sources.}} Hitboxes are used to detect "one-way" collisions such as a character being hit by a punch or a bullet. They are unsuitable for the detection of collisions with feedback (e.g. bumping into a wall) due to the difficulty experienced by both humans and [[Artificial intelligence (video games)|AI]] in managing a hitbox's ever-changing locations; these sorts of collisions are typically handled with much simpler [[axis-aligned bounding box]]es instead. Players may use the term "hitbox" to refer to these types of interactions regardless. A '''hurtbox''' is a hitbox used to detect incoming sources of damage. In this context, the term ''hitbox'' is typically reserved for those which deal damage. For example, an attack may only land if the hitbox around an attacker's punch connects with one of the opponent's hurtboxes on their body, while opposing hitboxes colliding may result in the players trading or cancelling blows, and opposing hurtboxes do not interact with each other. The term is not standardized across the industry; some games reverse their definitions of ''hitbox'' and ''hurtbox'', while others only use "hitbox" for both sides.
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