PC Gamer

SUPER COLLIDER

Most games are about one thing hitting another. A bullet and a soldier’s head; a platform and your foot; a sword and a demon’s arm; a jaw and a Shoryuken. And that means a lot of games are all about hitboxes, the invisible geometry which tells them when things collide.

But while they’re ubiquitous, hitboxes also exist in a thorny tangle of hard math and soft player perception. There’s a real art to making them feel great to play with, and there’s real genius in getting them to work right, since computers are surprisingly bad

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