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Distance unit: Difference between revisions

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(Created page with "{{ArticleIcons|series=y|unofficial=y}} {{stub}} A '''Distance unit''' refers to an arbitrary unit of measurement that calculates the in-game distance between objects. In the '...")
 
(We really don't need a long ramble about pixels since it has no useful application to Smash, especially when the only purpose is to setup a debunk for glancing blows which has a better home on said article. I checked Training's texture and this is why it is stupid. I think we could have small "Examples" section with stuff like Steve's blocks being 10x10x10 units)
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A '''Distance unit''' refers to an arbitrary unit of measurement that calculates the in-game distance between objects. In the ''Smash'' series, nameless distance units are used to calculate the outcomes of interactions reliant on concrete distance.
A '''distance unit''' (often shortened to '''unit''') refers to an arbitrary unit of measurement that calculates the in-game, position or size of objects.


==Overview==
==Overview==
Many aspects of video games are reliant on distance to perform specific interactions. A common term used to judge distance is the amount of pixels. Though this is technically true on the surface level, actually using pixels to gauge distance is problematic for a variety of reasons. First off, a game's pixel count can vary frame by frame depending on factors like camera placement and screen resolution, meaning the amount of pixels between objects are constantly fluxuating. In the case of 3D games specifically, the game engine does not even envision the game in terms of pixels due to technical issues that would arise doing so. This means that distance needs to somehow be measured in another way.
Many aspects of video games are reliant on distance to perform specific interactions, ranging from how a character moves, physic engine interactions, to how scenes are rendered. A common practice in 3D games is to correlate units to a real-world measurement (e.g. 1 unit = 1 {{iw|wikipedia|meter}}), which is commonly done with games that are based on the real-world in order for level design, movement, physics, etc. to accurately/predictably be replicated.


The most common method of measuring distance is to put an invisible grid on an entire map, and each grid space is coded as a unit. Sometimes these units are correlated to real-world units of meaurement, which can help with level design and scale. This is not the case for the ''Super Smash Bros.'' series, as the unit remains nameless throughout all games. The distance units in ''Smash'' are also cubic, being measured on the X-axis, Y-axis, and Z-axis.
Starting in ''Super Smash Bros. Melee'', a unit would be defined as 1 unit = 1 {{iw|wikipedia|decimeter}}, or 1 unit = 0.1 meters. The original ''Super Smash Bros.'' also uses a common distance unit but it is different from later games. ''Smash 64''{{'}}s unit is roughly 30 times larger than a unit in the other games, though it is currently unknown if it is correlated to a real-world unit or not.


==Applications==
==Applications==
The most common use of distance units is calculating the sizes of hitboxes. If hitboxes were measured by pixels, they would constantly be changing sizes due to camera placement and resolution. The units are used for consistency and fairness. Other character attributes like [[speed]], [[gravity]], and [[air friction]] are measured by the amount of units traveled over the amount of time spent measured in frames per second.
[[hitbox|Hitboxes and hurtboxes]] use units to define their position and size. The majority of character attributes are measured in "units per [[frame]]", such as [[jump]] height, [[run]] speed, [[air speed]], [[falling speed]], and so on—very few attributes use a different system, such as [[weight]].


''Melee'' introduced the concept of [[Phantom hit]]s (officially tilted "Glancing Blows" in ''Brawl'' and onward), which is often incorrectly explained as hits being a pixel off. A phantom hit is actually activated when a [[hitbox]] and an opponent's hurtbox overlaps by 0.01 units or less (0.1 units in ''Brawl'' and onward).
''Super Smash Bros. Melee'' introduced the concept of [[glancing blow]]s. A glancing blow is activated when a hitbox and an opponent's hurtbox overlaps by 0.01 units or less (0.1 units in ''Super Smash Bros. Brawl'' and onward).


The [[Training stage]] in ''Ultimate'' has a background that uses grid spaces. it is theorized that this grid measures the ''Ultimate'' distance units, though this has never been confirmed.
The [[Training stage]] in ''Super Smash Bros. Ultimate'' has a background that uses a grid. This grid is intended to have each line be 1 unit apart, however this correlation was performed on the squares between the grid lines and ignoring the size of the grid lines themselves. The texture for the grid uses 15×15 pixel squares with 1 pixel wide grid lines, resulting in the grid lines being 1.0<span style="text-decoration:overline">6</span> (16/15) units apart.


[[Category:Game mechanics]]
[[Category:Game mechanics]]
[[Category:Game physics]]
[[Category:Game physics]]

Revision as of 06:21, July 12, 2022

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A distance unit (often shortened to unit) refers to an arbitrary unit of measurement that calculates the in-game, position or size of objects.

Overview

Many aspects of video games are reliant on distance to perform specific interactions, ranging from how a character moves, physic engine interactions, to how scenes are rendered. A common practice in 3D games is to correlate units to a real-world measurement (e.g. 1 unit = 1 meter), which is commonly done with games that are based on the real-world in order for level design, movement, physics, etc. to accurately/predictably be replicated.

Starting in Super Smash Bros. Melee, a unit would be defined as 1 unit = 1 decimeter, or 1 unit = 0.1 meters. The original Super Smash Bros. also uses a common distance unit but it is different from later games. Smash 64's unit is roughly 30 times larger than a unit in the other games, though it is currently unknown if it is correlated to a real-world unit or not.

Applications

Hitboxes and hurtboxes use units to define their position and size. The majority of character attributes are measured in "units per frame", such as jump height, run speed, air speed, falling speed, and so on—very few attributes use a different system, such as weight.

Super Smash Bros. Melee introduced the concept of glancing blows. A glancing blow is activated when a hitbox and an opponent's hurtbox overlaps by 0.01 units or less (0.1 units in Super Smash Bros. Brawl and onward).

The Training stage in Super Smash Bros. Ultimate has a background that uses a grid. This grid is intended to have each line be 1 unit apart, however this correlation was performed on the squares between the grid lines and ignoring the size of the grid lines themselves. The texture for the grid uses 15×15 pixel squares with 1 pixel wide grid lines, resulting in the grid lines being 1.06 (16/15) units apart.