#Minecraft collision box/soft collision
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now that this is happening its NEEDED
much needed change
Now what is soft cillision
I am not for Collision at all but if I have to live with collision then it needds to be soft
you move around the enemy instead of them being a brick wall
You know when you press the same polarity of a magnet together? Like that
So basically being able to push the enemy away
well ya but you can't completely phase through them
no, the collision hit box would just be smaller than the body
so you can still squeeze past but not phase through them
imo smaller hitbox would achieve approx the same results for less work
well ya but it doesn't completely ruin our momentum when running into enemies
not getting your momentum destroyed as well would be great but i think thats how it works rn
but you cant just slide around people
I wonder how would it be possible not loosing momentum after crashing into somebody xd
My idea of soft collision is better imo 
redirect momentum i suppose but idk exactly how
That what happens in my analogy with the magnets
if the collision hitbox is a sphere plus smaller than the boddy then i think that would do it
if its a smooth round surface the engine should take care of it
it's like a squish ball. you can squeeze the ball but you can't go through it.
ooooooooooh i see what you mean now
So just ability to push the enemy
tremendous idea
Bruh am I muted
no
The fuck yall are saying what I already said lmao
no no it's just like a smaller hitbox
yeah we're just expanding on it
But if its a smaller hitbox is still the same hard wall
Ic
What you explain is ability to push the player
okay imagine it a cylinder
ability to push the player and a cylinder collision box would be it
ya that's it
Kinda like Minecraft but tuned up a bit
a cylinder collision box
this
^^^
"No hard collisions, please make soft collision with cylinder collision box and ability to push the enemy like in minecraft"
^^^^
cylinder collision box

cylinder collision box/soft collision
my brain is goofy aah
BUMP
Rename to minecraft collision please easier for my brain to understand
Exactly
Minecraft collision box/soft collision

Premium suggestion, nobel nominee right here
I’m just gonna talk here to bump it up slightly
As far as I’ve seen literally everyone agrees this is better than the hard collision
yup
Make sure it has the sound from minecraft. uhh
☝️
Hitbox needs to be smaller then, not a big fan of collision but let's be real
This is the current distance at wich you are blocked by someone
The box is too big
exactly what i was saying in the other thread, player models in this game are too big to use as the whole hitbox for collision, especially if its a hard collision system which we all knew is what they would ship bcos its what already existed
with 127v127 and current boxes movement in some areas will be super awkward
I can already see it : Riot shields on choking points with trophies behind them while supports are prone bipod spraying like madmans 
If you can’t even slide past the enemy it’s going to be a major issue
itll for sure get rolled back, all the people who supposedly wanted it so much will realise how bad it feels the first time they run round a corner and are stopped in their tracks
The collision idea happened, i personally don't wanted it because it would feel clunky. It is a popular decision but, i feel like people that voted for it don't realize how it will end up being in an actual game.
A good compromise would have been to have the speed reduced to half when you collide with someone, a bit like barbewire
Or just softly push them apart like suggested here
they speak of jelly collosion
It would demand them propably Months of works to implement that i guess. What determines the push ? Speed ? Proximity ? Both ?
what momentum, we accerate to max speed instantly last I checked
Sounds like a Hellhole to handle
…months of work?
That’s super simple
All you need is a simple function on the distance between players
(jumps through barbwire & doesn't notice the speed debuff)
I can see 2 issues
RPGs & C4
Than the legs are exposed to rounds
Though actually this game might be an exception to that much simplicity, since there’s no inertia
I also heard riot shield visor is vulernable to rounds
I think you’d just have to move them apart at a rate determined by the current distance between positions
Which is pretty much the same thing tbh
correct but stopping when you hit someone, not continuing your run sounds terrible
i still want to go in that direction
i dont want to be stopped by a player
i shouldnt need to move my cursor pretty much. The game should push me around them, similar to minecraft but also shouldnt let me phase into them
Personally I don't mind the idea of making players have a capsule shape in a sense (so hitbox for collosion is a capsule so you'll slip along the side if you run into them)
^^ thats pretty much what this is asking for
Right now it’s a cylinder, no? But you don’t slip past them
plus a little push
no clue
not sure. Doesnt look like a capsule lmao
But it doesn’t resolve collisions with other players normally
Based on the clip from oki, it looks like after you move it checks for collision, then moves you back if you have collided?
yeah probably
Which is not how collision with the terrain works
or something like that
It means you can’t slide past them
regardless, we'll see how it goes when the update goes live. There's no way he'll change it between now and then.
I just think a simple function something like this, which determines the distance you are moved away from a player given your hitboxes intersect and the distance between you, would work fine
actually i think im wrong
it looks like you do slide off them
but it also doesnt look right
imo you should be able to get a bit closer and pushing the enemies, like minecraft, would be really nice
would stop people from blocking doorways or whatever
But from the ennemy pov, YOU are the ennemy, so they should be the one pushing you
So speeds value must comes into play, not just " Does X collides with Y ? "
wdym? Same logic should apply to everyone
To organise a system for which player has pushing priority or whatever doesn't make sense
you could consider speed, but why and how? What difference should speed make?
the person sprinting shouldnt be pushed equally by the guy standing still
So what should happen instead?
ideally collision shouldn't be too intrusive for either party, imo
since momentum doesn't exist in this game you can't exactly just transfer force from one player to another
collision will inherently be "intrusive" in the sense that it restricts ur movement, im p sure ur not on the side of not having collision at all so idk what ur getting at
The entire point of this thread is that it shouldn't restrict movement
it should just stop you going right through each other by pushing you apart
how so? being pushed by another player like minecraft will in some way restrict ur movement
in minecraft it doesn't restrict your movement even in a flat sea of players, just disrupts it
really arguing semantics over my word choice? lol
my suggestion is literally just this
alright, how exactly is disrupting movement not intrusive in ur eyes? it is still affecting how u move
I don't think that's what I was doing, no. Sorry if I am misunderstanding your meaning?
it won't, for example, stop you going through a door
or stop you doing anything really, apart from going directly inside the enemy
but it still inhibits ur ability to move where u want to, im not sure what u mean by "intrusive" if being able to be moved by another player isnt intrusive to u, but somehow tying it to who is moving faster would be
unless you wanted to move directly in top of the enemy, then
it wouldnt stop you jumping into a pile of them or running through a corridoor of them
sorry for the inspecifity of my definitions
but how does "the faster moving player is the one pushing the slower moving player more" an issue in ur eyes?
when I talked about the moving faster thing, I was thinking if someone runs into you it shouldn't just knock you away, basically. You should just be shifted to the side a bit imo
theres functionally no difference here lol
That depends on what you meant by it varying with speed
i mean i literally said a guy sprinting should be the one pushing a guy standing still, obviously there would be some middle ground where both are moving etc
yeah, which is what I disagreed with
and im asking why lol
Simply put I don't think it would feel as nice to play with. If a player sprints into you all of a sudden collision doesn't affect them but you just get shoved
considering the lack of inertia that also makes it a bit janky since you can accellerate instantly
where did i say collision wouldnt affect the sprinting player at all? he would of course not keep sprinting at full speed and dragging the other guy along with him
idk the person sprinting brings more force into the collision so if anything the player standing still should be affected more by the collision than the one sprinting
Not at all but implied a lot less, which on my idea of how strong it should be is pretty negligible
potential energy anyone?
the thing is, you can completely invert the vector of your velocity in an instant. So you could knock someone out of the way you weren't even running into just by flicking towards them for a fraction of a second
and again, u said its fine if they just get pushed to the side a bit by the sprinting player, which is what i was talking about (bar it being like along a wall where they dont have anywhere to move, in which case they get pushed along a bit more and the sprinting player gets pushed around the side of them)(
I just think the sprinting player should be equally pushed to the side a bit, as it would feel nicer to play with imo.
and again, i never said they shouldnt also be moved
i just think it makes far more sense for the guy actually moving to be the one less affected
Nor did I say you did, but you said they would be moved less and that is explicitly what I am disagreeing with
I would say it makes sense were this game to have remotely realistic physics for movement
but within the rules of the game world it would seem a bit janky
alright, how in ur mind is it fair or logical for a player standing still to be treated equally in a collision to a max speed engineer sprinting into them
Fair because it treats them equally, logical because momentum doesn't exist in this game
(so a transfer of velocity doesn't make sense since velocity is not a parameter impacted by forces)
but its an inherently disadvantageous situation for the guy standing still? why would he be treated equally?
why is it an inherently disadvantageous situation? Or, why should it be? I don't follow where this comes from.
Right now there is no advantage to being on the recieving or giving end of running into someone
are u seriosuly suggesting that if u were to be standing still and someone sprinted into u at full speed they would be moved equally to u?
If momentum did not exist then yes
irl it does but attempting to apply its effects in a game where it doesn't exist will be a bit janky
alright im very bored of this weird semantics argument
I don't think it is about semantics
regardless, the suggestion is literally the minecraft collision system, in which the moving player will push the stationary player out of the way
In minecraft I'm pretty sure it doesn't take velocity into account
But idk
You don't get moved much from someone running through you.
it absolutely does, if someone is standing still u can just walk into them and push them around, if u dont even know that then idk why ur arguing with me lol
yeah, and you get pushed as well
no u dont, u slide off them if ur off centre, which also makes sense and is a part of what i and others want
That is if you are applying forward force to move past them despite being pushed.
it doesnt contradict anything about the fact the player actually moving would be the one influencing the stationary players position more
that is true
That happens either way
if one player is providing force to counteract forces acting upon them and one isn't then it kinda goes without saying their position will be affected less by it. But their acceleration would be affected in the same way, which is what I have been talking about. Perhaps there was a discrepancy there?
if it goes without saying why have u been arguing against me saying exactly this for this whole time?
Because I might have inferred you were talking about a concept different to what you intended to convey?
I assumed you meant that the forces acting on the players should be different depending on their velocities, becuase, that's kinda what you said
"the person sprinting shouldnt be pushed equally by the guy standing still"
"if one player is providing force to counteract forces acting upon them and one isn't then it kinda goes without saying their position will be affected less by it"
these are the exact same thing, first is my initial message, second what u just said, u were arguing this whole time to ultimately say exactly what i did and then blame me for it somehow
sorry im not being verbose enough ig
Those are entirely different things
one refers to the forces incurred by the collision and one refers to the differences in final positions of the players
okay im done with u, either ur unable to read or ur just arguing for the sake of arguing
-_-
its literally this, ur being hyper specific about exact wording and terms for no reason and assuming i mean the thing u disagree with despite me saying otherwise, whats the point for me to keep engaging with u?
Sorry if that annoys you. I prioritise specificity to make sure everyone knows what I mean
my guy i literally said my initial message and what u then said later are exactly the same and that we agree, and u went "nuh uh u actually meant something else"
ofc its annoying to say "yes we agree on this" and u just keep telling me that im wrong and continuing to argue
Your messages did not seem to refer to the same concept from my point of view. Distinguishing between the forces and the outcome are important as one is not directly dependant on the other
how are u doing it again
I am stating what the issue is
ur ignoring me saying that we agree to continue arguing and saying im wrong
that wasn't meant to be an argument
it was supposed to be an explanation
(when I say "that" I mean what I just said, not the whole discussion)
"no i actually know what u meant better than u do, u used a specific term that i am being needlesly specific about and therefor we actually dont agree and are not saying the same thing, yes im very smart"
The concepts have entirely different implications. I am not going to insult you for not differentiating them but I would appreciate if you could appreciate that I simply took their meanings at face value.
But just for clarity. Do you agree or disagree that this solution would do what you want?
u arguing this much to ultimately say the same thing was bad enough, the actual reason i am annoyed is that i literally said "yeah these are functionally the same, this is what i meant in more words, we agree" and u kept arguing with me saying im wrong, u dont get to say im dumb in a roundabout way after that
You switched between what you meant at one point by agreeing with an alternate definition I provided. At that point we agreed because we both said the same thing, but before and after that you went back to implying something else.
truly incredible how u can know what i was thinking the entire time
I didn't
which is half of what drove that argument.
What I do know is what you said, is it fair to assume you said what you thought?
but u just said i changed my point, which i never did
i have, at all points, been saying my initial message or responding to things u said
my point, my opinion on collision, has not changed at all
so please, tell me where i was switching my point over and over?
all this because u cant accept me simply saying "yeah these are the same, we agree" bcos u feel like ur so much smarter than me by being verbose and overly wordy
you switched from talking about what collision did to where the players moved at some point around here, but it wasn't clear since you didn't define it that well
oh my god
you then went on to imply they were the same thing
where players are moved by collision literally is what minecraft collision is doing, it is moving the players
ur so needlessly specific about exact wording for no reason at all that it makes u impossible to talk to
(where they end up) and (where collision pushes them) are not the same thing, as the former is affected by their own movements before and during the scenario
which as already established was where the apparent disagreement came from. From my POV you were ambiguous about which you meant - but since you argued against me describing the latter I assumed the former
their final position isnt the same thing as their final position? im fucking done bro lmao
"where collision pushes them" was meant to be a simplified way of saying "how their velocity is affected by collision which goes on to affect their movement".
those arent even remotely similar things
Sorry, I am trying to be concise.
for someone so obsessed with using specific terms thats a massive reach
I assumed the meaning would be obvious given I've already explained both
but anyway, that response only works if collision was the only factor involved in determining position
which it isn't.
im done with this bcos its pointless, u wont admit any fault of ur own at all, u refuse to accept me saying we agree, u literally even said u dont know exactly how minecraft collision system works, so whats the point in this continuing
you don't have to end up in the same place collision alone would have determined you went
I have apologised for several things.
What do you want from me
Nor did I reject our agreement, we just started talking about something else
i think its very clear i want u to drop it and actually accept that we agreed long ago, and ur just being needlessly hyper specific about terms for the sake of arguing
...It's true that I like arguing
But that is what I tried to do at one point but you did not respond to it
(here)
I wanted to check if we agreed since I still wasn't sure what you intended to mean
They literally just want barbwire everywhere
Which is something we already discussed in #1175587321916182599. There shouldn't be a in-between for collision, you clearly still want to (with this suggestion) let the people that were so use to abusing the non collision by still being able to going through/in someone and doing a 180 and headshotting them.
We already got soft collision, its called being able to place 20 barbwire anywhere at any given time.
Here ya go oki!
From what I gather, Odo essentially is suggesting a version of this, but since players move faster in BB than in mc, it'd probably have to be tuned to be a bit stronger
(it went very differently in my head but eh this works too)
Hey if you got a better way to explain it please do cuz my ass just woke up and im like 20% functional LMAO
I was like add a small cylinder hitbox 💀 so when you walk by you will just slide off
but idk how game development works
OH rather than an actual box?
ya
That makes a lot of sense
but the idea is pretty wack
this is pretty cool
Honestly a combination of the two could work as well, cylinder collision + mc repulsion
So in summary you still want people to be able to go through 5-10+ guys? Many people wanted collision for a reason. A player's body shouldn't be a bush
No no no, Its more make it so you arent hitting a brick wall
This whole soft collision thing just never makes sense in the first place as to why you would want to go and try to pass through someone
Maybe dont phase through each other like the mc example where you CAN phase through with effort, but essentially just showing off how the repulsion works for that game when hitboxes collide for entities
yeah I just don't think things from MC would work here
its a military focused game
you shouldn't be able to go through people
have you played a community server with collision?
literally no one wants collision to just be the same as barbed wire where u walk through slowly lmao
Bruh 💀 He said minecraft to put as example, and you're like "it's not a military game, therefore not relevant" What about it's a cube game like minecraft.
Joelus is a master baiter. Top tier, the best i've ever met.
I'm mainly going off the soft collision side of the suggestion my guy
literally still don't know how to read and you still stuff words into my mouth
ur misrepresenting soft collision by describing it that way, again, literally not one person has recommended player collision be like barbed wire
holy shit the 2 same fucking poeple that jsut love to argue with me come in every time I'm in a thread
Barbed wire doesnt have a repulsion effect lol
like get out of here dude
Moreover Xgluna said you'd have to make the "magnet force" stronger. So you wouldn't be able to pass through 5 guys 💀
@frank depot can you like actually do something about rat and Old chum?
we say soft collision meaning u arent stopped dead in ur tracks when u collide with another player, ur saying "buhhh u mean just walk through people still but slower"
since when did he say barbed wire like collision
they literally harass me at this point
hilarious for u to say that about me
It's not an argument at this point
you wont get it
these 2 same fucking people jsut insult me and never read or understand what I actually say
Nice insult. Anyway get blocked.
joelus repeatedly has joined in conversations ive been in to insult me, i reply and say hes wrong and suddenyl im harrassing him lmao
Maybe we can uh, keep this one on topic? Like, I get where you're coming from, and normally Ill be honest I'd agree, but I think theres a small misunderstanding in what the soft collision suggestion is hoping to accomplish
We dont want people to phase through others, we essentially just dont want it to act as if youre hitting a brick wall
everyone but joelus is probably in agreement that minecraft collision is the best way to go
Minecraft is PURELY an example, and I did suggest itd have to be stronger since BB and MC are very different games and BB players are much faster than MC players
Fluid gameplay, but still ennemy acting as an opposite force to your movement.
well it doesn't have to be Minecraft soft collision. it's just used as a example
yeah ik but for the sake of an easy example
Plus MC allows you to show hitboxes so its so much easier to see how they interact
if they dont wanna let players push eachother make it a smaller, rounded hitbox so u atleast just slide round people
cylinder hitbox 💀
yeah what many people were saying in the other thread ik lol
thats it, spherical hitboxes at crotch level determines collision
10/10 ideas LMAO
ya, who has the bigger pp
The magnet thing already does that tho. Since it's center focus, and that hitbox can enter each other.
ball in crotch? 😳
medic should get the biggest
Most people here have not been suggesting something like that.
Cylinder hitbox would probably just add math for nothing, if you have magnet collision type.
it's a wack idea
nah support imo, they gotta carry the disappointment of our walk speed + like 100 pounds of gear, they gotta have big spherical crotchboxes
hey at least they made support guns have better movespeed
Cylinder hitbox would be the fast fix if you don't want/don't have the time for magnet collision.
But I do think it'd make a lot of bugs 💀
The magnet would still produce an interesting interaction at least
Tho
Kiss the enemy homie before you whack em type deal, rather than slamming your face at your new gf, the wall
Do you have reason to believe we don’t already have cylindrical player collision boxes?
Id be okay with that, having riot shields plug entries would be cool
yeah all 3 riot shield players deserve to be thrown a bone at this point
If they were a square that didn’t rotate with the player I think that’d be very strange
You have a point.
It looks like, from the clip oki took, that you don’t slide around by default, indicating it might just flat out nullify your movement when you attempt to walk into one?
the video of collision oki showed didnt see to be cylindrical, unless he just hit it pixel perfect every time to hit straight on rather than slide round
Same thing if they’re both at the same height
That’s why I mentioned movement nullifying
Oki has confirmed they are not boxes at least so you’d expect to interact with them like any other terrain
But it looks like you don’t
Well that does mean having a cylinder collisionbox is already the case. So we might not have wall problem. But then someone said they tried it on community server, and it was bad? 🤔 Need to add lube between collision box?
Friction physics? 
My theory is it doesn’t collide using the same method as colliding with the terrain, rather if you are moved into the hitbox it simply moves you back to where you were before
You slide past terrain if you run into it at an angle
