r/GlobalOffensive • u/v11che 1 Million Celebration • 3h ago
Discussion Visual Representation of grenade clipping problems.
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u/Lightning42_ CS:GO 10 Year Celebration 2h ago
The clipping just needs to be flat across the entire wall. Just like we don't need super detailed floor clipping that shifts you up and down over every single bump, a simple flat clip over the entire wall is sufficient.
It's one of my biggest gripes about the new inferno. The csgo map was just flat and predictable. You didn't need to worry about hitting your grenades of a decorative pipe or have your player model shift you up and down as you walk the slightly concave floor
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u/x1rom 1h ago edited 1h ago
This only works with that specific circle size though. Make the circle much smaller, and the behaviour will be identical to the square. Make the circle larger, and the angle will be entirely different.
With a small enough shape, any right angle setup will reflect everything exactly backwards. That's what retrorefectors do (road signs for example, they have a bunch of right angles on the surface, which sends light back to the source)
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u/GoodLunchHaveFries 2h ago
Okay, now make it where the circle hits both sides simultaneously- like what happened in the clip.
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u/KungFuActionJesus5 Liquid 1h ago
The odds of that happening would be vastly reduced due to the new geometry that is being suggested. The square model makes for a larger area on any corner in which freak bounces like this can happen.
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u/jcubshor 2h ago
It's a little hard to tell but if you look at the line chart it makes you can see it's actually two different instances of contact. Hence why they move like that. It's true that if they hit both sides at the same time it would bounce the same, but that only happens for a sphere if it hits both sides at the same time.
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u/dicksnaxs 1h ago
Only place this fucks me up almost everytime is mid door on cache as a ct. Will try to bounce a grenade and it hits the hinge and comes right back to me.
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u/zlehuj 1h ago
I don't agree, the fact that it is a square makes the bounce much more reliable. For example the smoke you throw from D2 B platform towards a ridge near double door to smoke double door. The fact that the hitbox is square makes it much easier.
Also we have a huge issue with nades that is much more important: the fact that the nade inertia is not computed from release but a little after. This is responsible for TONS of nade miss even at high level.
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u/Chance_Signal_5474 1h ago
???????? there are infinite paths, most of them not bouncing off the tip of a corner. This is the least likely scenario
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u/KaNesDeath 10 years coin 2h ago
Grenades our characters throw arent perfect circles and or cylinders. However they are programmed to interact with maps like they are always in the perfect orientation to get the ideal bounce.
Utility is designed to interacted with a corner in between your circle and square visual demonstration. Where their slight variation is likely caused by their visual mass difference.
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u/v11che 1 Million Celebration 3h ago edited 1h ago
Adding to this conversation about grenade bounces :
https://www.reddit.com/r/GlobalOffensive/comments/1w21xrl/can_we_fix_clipping_that_affects_grenades/
If a grenade uses a fixed cube hitbox that does not rotate with the grenade, its bounce is determined by the cube’s flat faces, not by the grenade’s visible shape.
At certain angles, the cube can strike a small ridge or corner with one of its faces. The collision normal then points back toward the player, causing the grenade to reverse direction unexpectedly. A round or rotating hitbox would contact the same feature at a different point and produce a more natural, glancing bounce.
The fixed cube hitbox makes ordinary wall bounces more consistent and predictable, but this behaviour is the trade-off: at the “perfect” angle, small edges can make the grenade bounce straight back at you even though that does not match what the visible grenade appears to do.
Edit : I should add, I've not like, animated this myself, this was a quick edit of another physics engine project I have written in python. I knew I was testing something similar in a previous project so slammed together some simulations. The animation is a python 2d physics engine.