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Systems

Collision

Deciding what touched what, and when.

Interactive visual
01 · core

Hitboxes & Hurtboxes

attacks carry hitboxes, bodies carry hurtboxes, and they only meet on active frames

Attacks own hitboxes that exist only during active frames; characters own hurtboxes. An overlap is a hit, registered once per swing per target.

Interactive visual
02 · core

Tunneling & Continuous Collision

fast objects skip over thin walls between two ticks

A fast object can be on one side of a thin wall at one tick and past it at the next. Swept tests (CCD) check the whole path between positions.