4 ms·
Every game mist do this, of course. Hitboxes are not (and can't be, and shouldn't be) perfectly accurate reflections of the target. Firing arcs are compressed d
by c256 9y ago
Every game mist do this, of course. Hitboxes are not (and can't be, and shouldn't be) perfectly accurate reflections of the target. Firing arcs are compressed down to the resolution of the game. Random chances aren't really random. Etc.
what game designers realized long ago is that tuning these necessary approximations makes for a better game if 'more fun' is a stronger criteria than 'more accurate simulation of a usually-imaginary situation'.
My usual example of this is critical hits in multiplayer games (I usually use WoW and D&D as examples, because they're well known). In D&D there is a chance that each attack is a critical success - an extra good hit. In the simplest versions, this is the 20 result on the 20-sided die, which means that roughly 5% of the time, on average, you get a critical. In WoW, crits do the same thing, but the rule is 'every so often', rather than '1 in 20 chance each try'. The designers of WoW understand that humans like these things to be "unpredictable but fair", so they have effectively a timer for crits; if you don't get a critical hit in a certain elapsed time, your chance goes up, until eventually it reaches certainty. This makes critical hits regular but. It predictable.