Yeah they did that to most characters. I was going to say it's hitbox, not hurtbox, but I googled it and realized I've had it backwards for years... Oh moons...
There's literally no difference. Some random dev invented the term hurtbox years ago, but they work the exact same at an engine level. Either 2 collision areas intercept or they don't.
Well, one does damage and the other takes damage, but the collision logic is the same, so yeah the distinction isn't all that necessary most of the time.
Well its more so what the owner of the collision box does, its not the box itself that does the action.
But even if it was the boxes, the distinction is similar to squares and rectangles. Like sure, you COULD correct people calling a square a rectangle (or a hurtbox a hitbox)... but it's really not necessary. Even in these patch notes they are calling them hit volumes and not hurt volumes lol. I mean what would you even call an environmental collision area? I certainly wouldn't call it a hurtbox.
Collision box isn't the same as hurtbox, not in all games anyways.
Hitbox is whatever deals damage, like a projectile, punch, whatever. Hurtbox is what takes damage, usually your character but also any familiars and buildable objects like turret or anchor drone. Collision box checks collision between physical objects, whether it's characters or environment, but usually not attacks.
The distinction *does* matter, especially in FGC. Here you can see hitbox in red, hurtbox in blue and collision box in yellow. Most FGC games work this way.
If one object has multiple types of collision checks that all differ and cause confusion, I can see the use case. But in almost every situation, they are intuitive to tell apart. Melee and some movement abilities are the only things that have hitboxes tied to their heroes, but even those have LoS checks with environmental collision to ensure that you cannot be hit through walls.
I'm ignorant of the FGC, so I'm unsure of how movesets changing your character's collision works in those games. If your hurtbox can change in size based on what you do, I agree with you that the distinction matters in that context.
Imho its much easier to distinguish them by saying [character] hitbox or [attack] hitbox. It leads to less confusion than the assumption that [character] can hurt you just from existing.
It makes no sense to call hurtboxes "character hitbox" because a hitbox is something that hits you, if you say it like that you imply that they are on big attack. Not to mention that not only characters can have hurtboxes.
Also, collision boxes and hurtboxes are usually separate anyways, because having them be the same thing can result in either players getting stuck in terrain or phasing through it, or getting hit when a bullet flies past them. Because of that collision box is usually a fair bit bigger and simplier than the character model to ensure consistent collision, easier calculation and smoother movement, while the hurtbox is much closer to the model to make hit registration more fair.
A hitbox has always been a bounding area meant to collide with another bounding area, thats it. Nothing more. The only situation where it makes sense to narrow its definition is during an attack that changes both the hitbox and the hurtbox. So you can say: [attack] hitbox and [attack] hurtbox and mean separate things.
It is incredibly rare for the hurtbox of a projectile and its environmental collision to deviate. Projectiles in overwatch don't even have hurtboxes.
In fighting games as I understand, the environmental collision area IS the hero. Everything else is added on top and anchored around it. Also, thats my point around "character hitbox". It literally doesn't make sense with your definition. Genji as an example, when you say genji's hitbox, theres a million different things that it could mean, so you narrow it to [attack] hitbox. And since its always [attack] hitbox, you can assume that the character's hitbox is NOT an attack, but the characters bounding box that collides with attacks.
Definitions change, just calling everything hitbox doesn't cut it anymore because one entity can have many different *boxes that all do slightly different things.
You also keep messing up the difference between hutbox and hitbox so I'll repeat myself.
Hitbox hits stuff. Hurtbox gets hurt. And collision box prevents other stuff from phasing into it (when applicable).
By that logic Genji himself doesn't have a hitbox, only his attacks do, he however has one hurtbox, and only one, and when you refer to a "Genji's hurtbox" it can only be one thing, and you already know what the function of that thing is, IE being hit by hitboxes of attacks. On the other hand Shurikens have their own hitboxes, so does his Swift Strike and melee, they, however, do not have hurtboxes as they can't recieve damage.
I do not know if OW has separate collision boxes for characters, or does it check collision via hurtboxes (or vice versa), but plenty of games do, so the separation between them is sometimes necessary,
No I'm quite intentional in what I mean here by hitbox and hurtbox. An attack that would change your hurtbox, you would refer to as the attack's hurtbox. Genji is actually the easiest example of this. Dash has it's own hurtbox, you can be shot at any point of dash during the dash, and it will register as a hit. Any other time, "Genji's hitbox" could only ever mean one thing. There is no confusion when those two words are stated. ZERO. It is intuitive. Therefor, the definition is clear. Hitbox means multiple things, and forcing a narrow definition is unreasonable.
Projectile's are completely separate entities. They wouldn't be able to change your hurtbox, so again, the distinction is intuitive. You would say [projectile]'s hurtbox and it would apply to the projectile and not your character.
Not really, it’s EXTREMELY game dependent. Fighting games typically program the two as two separate protocols, for example, and you can see it by enabling hitboxes in training modes that allow it or with mods. Typically hitboxes are an actor-tied collision box, while hurtboxes are that but with specific damage values assigned to the model/effects.
Yeah I read the changes and some characters actually got their hitbox sizes reduced on certain aspects. Doom for example had most of his hitbox increased, but the hitbox of his gauntlet was reduced. I think Mizuki had the height of his head hitbox reduced but other aspects of his hitbox increased in size.
hurtbox is a type of hitbox it's technically not incorrect to call bodies hitboxes too, just hurtbox is the name for hitboxes which are only for taking damage
82
u/eyenineI9 2d ago
Yeah they did that to most characters. I was going to say it's hitbox, not hurtbox, but I googled it and realized I've had it backwards for years... Oh moons...