Collision Detection

Inspired by Ryland Walker Knight’s Convergence series at Vinyl is Heavy.
Dynamite Headdy screenshot courtesy of VGMuseum.
Posted by Kurt Shulenberger on March 31st, 2009 :: Filed under Images
Tags :: Dynamite Headdy, Images, Konami, Sega, Snatcher, Treasure
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March 31st, 2009
Oh my god. So disturbing. Also, great title. Makes me think you need to do a post on actual collision detection through the ages, culminating in modern polygonal “boxes” that surround bodies to determine hit detection (head shot, etc.).
April 1st, 2009
Hmm, not a bad idea! Especially considering how actual “detection” seems to be less dynamic than the days of Goldeneye’s foot grabbing soldiers. But that would require a lot of technical research, so it may take a while. ;)
April 3rd, 2009
I know there are entire research reports and practically thesis projects floating around for Quake, Counterstrike, Street Fighter and other highly competitive games regarding hit-boxes. That’s an interesting idea to look at the evolution of hit detection and comparisons between different genres. You touched on an interesting example with Gumshoe, and I can think of other anomolies like vertical shooters where there’s so much chaos happening around the player, you’re sure you’re gonna get hit but somehow you manage to escape unscathed. A subtle construct which definitely adds to the overall experience and enjoyment of the game. Also games that rely entirely on the concept such as Kuru Kuru Kururin for the GB Advance and more floaty games like Marble Madness.
In regards to the original post: I like it.