翻訳と辞書
Words near each other
・ Hitachiyama Taniemon
・ Hitachiōmiya, Ibaraki
・ Hitachiōta, Ibaraki
・ Hitaffer v. Argonne Co.
・ Hitahdut HaIkarim
・ Hitahikosan Line
・ Hitaikakushi
・ Hitak
・ Hitak, Dalgan
・ Hitar Petar
・ Hitar Petar Nunatak
・ Hitas
・ Hitaveita Suðurnesja
・ HitBliss
・ Hitbodedut
Hitbox
・ Hitbox (web analytics)
・ Hitcents
・ Hitch
・ Hitch (film)
・ Hitch (route)
・ Hitch (surname)
・ Hitch hike (dance)
・ Hitch Hike (song)
・ Hitch Hike Lady
・ Hitch Hikin' Music
・ Hitch On The Leaves
・ Hitch's Happy Harmonists
・ Hitch-22
・ Hitch-Hike (film)


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Hitbox : ウィキペディア英語版
Hitbox

A hitbox is an invisible shape commonly used in video games for real-time collision detection. 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), though circular or spheroidial shapes are also common. It is common for animated objects to have a set of hitboxes attached to one moving part each to ensure accuracy during motion.
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 the difficulty experienced by both humans and AI in managing a hitbox's ever-changing locations; these sorts of collisions are typically handled with much simpler axis-aligned bounding boxes instead. Players may use the term "hitbox" to refer to these types of interactions regardless.
== References ==


抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
ウィキペディアで「Hitbox」の詳細全文を読む



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