Blast through: Difference between revisions

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==Explanation==
==Explanation==
[[File:Blast_through_diagram.png|thumb|A diagram explaining the glitch. On the top scenario, the knockback is too weak; the character doesn't move enough between frames.]]
[[File:Blast_through_diagram.png|thumb|A diagram explaining the glitch. On the top scenario, the knockback is too weak; the character doesn't move enough between frames.]]
One of the easiest and least performance-intensive ways to check for collisions is to analyze if a character's [[hitbox]]es would be inside the stage's hitboxes on the next frame of movement. If so, then the move doesn't happen, and the character bounces off. If not, that means that there is probably no terrain in the way for the next frame, so movement can happen.
Every game in the ''Smash'' series checks if a character has collided with terrain on every frame. This collision check consists of the game determining if characters' [[hitbox]]es are inside the walls of any terrain. If the game concludes this is the case, All [[knockback]] momentum is halted and the game applies the relevant conditions like visual and sound effects, the [[tech]] window, and redirecting the knockback based on the angle of collision.


If the speed is too high, the character moves a large distance per frame. Suppose one frame, the character is very close to a piece of solid scenery, and the game calculates their position on the next frame. Due to their huge distance move per frame, the next position is beyond the terrain. As such, the game assumes there is nothing in-between.
If a character's knockback is particularly high, the character moves a large distance per frame. This causes a situation where the character moves fast enough for their hurtbox to completely pass through the entirety of a piece of terrain in a single frame. The game does not account for this situation, so the character passes through the terrain seemingly unaffected.


This glitch isn't usually a problem because the ''Super Smash Bros.'' game engines check for collisions at least once per frame, which is enough to cover most scenarios. It can only happen if severe amounts of [[knockback]] are implemented, and only on terrain that's thin enough. A solution would be to implement a different collision detection method, like one that checks for hitboxes between the before and after positions.
This glitch isn't usually a problem because the ''Super Smash Bros.'' game engines check for collisions at least once per frame, and most terrain is large or thick enough to be almost impossible to completely pass through within one frame. This situation can only happen with particularly high knockback against particularly thin terrain. A solution would be to implement a different collision detection method, like one that checks for hitboxes between the before and after positions, though this glitch is niche enough that the developers have never considered implementing a fix of any kind.


Interestingly, it can be noted in the Corneria case in ''Super Smash Bros. Brawl'' that the stage actually shifts the character's trajectory a bit, as if it were refracted. Whether or not this is influenced by the interference of knockback from a small detection of collision on the frame after the pass through, or if this "glitch" is actually accounted for in the engine is unknown.
Interestingly, the [[Corneria]] stage in ''Super Smash Bros. Brawl'' has a blast through location in its upper fin, though this often results in the affected character shifting trajectory a bit, as if it were refracted. Whether or not this is influenced by the interference of knockback from a small detection of collision on the frame after the pass through, or if this "glitch" is actually accounted for in the engine is unknown.


==Video==
==Video==
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