Aerisetta
Active member
I was just wondering, how come bounding boxes (bbox) need to be defined and must be a quadrilateral 4 sided shape. I understand this is the norm for pretty much all sprite based games, but why is that?
In OpenBor, could there not be an option that states "all pixels NOT the first color on the palette (AKA the transparent) = the Bbox, AND +/- the edge pixels". Sure it's not going to work every time and we must allow players to define their own if they want, but I feel it will satisfy most needs. I can't imagine it is technically impossible...so I was wondering why sprite based games still use manually defined binding boxes.
OR even if it's not as I said, could there be a tool that exists which generate the "recommended bbox" based on the pixels that are there?
Maybe this actually exists and I just didn't know about it? In general I like to automate things where possible, plus I read several times that many games have bad hit detection so maybe the computer can generate better choices.
In OpenBor, could there not be an option that states "all pixels NOT the first color on the palette (AKA the transparent) = the Bbox, AND +/- the edge pixels". Sure it's not going to work every time and we must allow players to define their own if they want, but I feel it will satisfy most needs. I can't imagine it is technically impossible...so I was wondering why sprite based games still use manually defined binding boxes.
OR even if it's not as I said, could there be a tool that exists which generate the "recommended bbox" based on the pixels that are there?
Maybe this actually exists and I just didn't know about it? In general I like to automate things where possible, plus I read several times that many games have bad hit detection so maybe the computer can generate better choices.





