About: Hitscan

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Hitscan in video game design, most commonly in first-person shooters, is a type of hit registration system that determines whether an object has been hit or not simply by scanning if the item used was aimed directly at its target and then applies the effects of the item (usually damage) instantly. A weapon, for example, does not launch a projectile the player needs to lead, damage is applied as soon as the player's crosshair is on a target and the fire button is pressed. Internally, this is most commonly done by simulating a ray from the origin of the item along the trajectory of the "projectile" and simply scanning for any objects touching the ray. Games might still show a visual of a projectile although it technically has no effect. In contrast, a projectile-based weapon would launch an

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  • Un registro de impacto en juegos de PC, generalmente en juegos de disparos en primera persona, es lo que determina en el sistema de programación donde el objeto/pistola está apuntando, lanzando una línea recta en dicha dirección al ser disparado, causando daño o impacto cuando dicha línea recta entra en contacto con cualquier objeto que se encuentre en la línea de fuego. Los registros de impacto también se podrían denominar como «impactos instantáneos» porque causan daño en el objetivo en el momento del disparo. (es)
  • Hitscan in video game design, most commonly in first-person shooters, is a type of hit registration system that determines whether an object has been hit or not simply by scanning if the item used was aimed directly at its target and then applies the effects of the item (usually damage) instantly. A weapon, for example, does not launch a projectile the player needs to lead, damage is applied as soon as the player's crosshair is on a target and the fire button is pressed. Internally, this is most commonly done by simulating a ray from the origin of the item along the trajectory of the "projectile" and simply scanning for any objects touching the ray. Games might still show a visual of a projectile although it technically has no effect. In contrast, a projectile-based weapon would launch an actual projectile object that moves through the virtual space at a certain speed and will apply damage only once it has actually touched ("hit") a target. A projectile weapon which uses unmodified hitscan information to dictate whether or not it has hit its target is often called a hitscan weapon. Shooting the weapon calls the hitscan function, and if an object is detected in the projectile's path, a hit is registered. Once it's determined if something was hit or not, the system will then give a damage output based on where the ray hit the object. Since the effect is immediate, the projectiles effectively travel at infinite speed and have a linear or otherwise simple trajectory—a practical approximation of a bullet's speed and accuracy over short distances. The hitscan method is modifiable by making some surfaces reflective, making the hitscan rays go on forever with no stop, or able to penetrate multiple objects at the same time in the same line. To improve the realism, programmers may use hitscan functions in slightly different ways; for example, applying a random perturbation to the calculated path to simulate inaccuracy. A simplified version of this occurs in the first-person shooter DOOM; when the player holds down the fire button with the pistol, it fires inaccurately from the second shot. As another example, the submachine gun in Half-Life 2 calls a hitscan function in the middle of a 'blazing gun' animation, creating a small amount of lag between weapon deployment and the hitting of the target to better approximate real-life ballistics. (en)
  • 컴퓨터 게임, 특히 1인칭 슈팅 게임에서 히트스캔(Hitscan)은 게임에서 주어진 선이 게임 상의 오브젝트과 맞닥뜨리는 지점을 찾기 위해 수행되는 계산이며, 탄환이나 투사체가 무기에서 발사된 이후에 목표를 맞히는지를 결정하기 위해 일반적으로 사용된다. 투사체가 목표를 타격하는지의 여부를 판단하기 위해 수정되지 않은 히트스캔 정보를 활용하는 투사체 무기를 흔히 히트스캔 무기라고 부른다. 무기가 배치되면 히트스캔 함수를 생성하고, 그리고 대상이 투사체의 궤적에 포착되면, 타격이 가해진다. 이러한 효과는 즉각적이기 때문에, 투사체는 무한한 속도로 움직이며, 선형이거나 그렇지 않더라도 단순한 궤적을 그려, 짧은 거리에서의 총알의 속도와 정확성에 대한 실용적인 근사화를 행한다. 프로그래머는 현실성을 향상시키기 위해 히트스캔 기능을 조금 다른 방식으로 사용할 수 있다. 예를 들어 부정확성을 모사하기 위해 계산된 경로에 무작위적인 흔들림을 적용할 수 있다. 또다른 예시로, 하프라이프 2의 서브머신건은 히트스캔 기능을 총이 맹렬하게 발사되는 애니메이션의 도중에 삽입하여, 실제의 탄도학을 더욱 그럴듯하게 근사하기 위해 무기의 발사와 타격 효과 사이에 약간의 지연을 만들어낸다. (ko)
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  • September 2020 (en)
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rdfs:comment
  • Un registro de impacto en juegos de PC, generalmente en juegos de disparos en primera persona, es lo que determina en el sistema de programación donde el objeto/pistola está apuntando, lanzando una línea recta en dicha dirección al ser disparado, causando daño o impacto cuando dicha línea recta entra en contacto con cualquier objeto que se encuentre en la línea de fuego. Los registros de impacto también se podrían denominar como «impactos instantáneos» porque causan daño en el objetivo en el momento del disparo. (es)
  • 컴퓨터 게임, 특히 1인칭 슈팅 게임에서 히트스캔(Hitscan)은 게임에서 주어진 선이 게임 상의 오브젝트과 맞닥뜨리는 지점을 찾기 위해 수행되는 계산이며, 탄환이나 투사체가 무기에서 발사된 이후에 목표를 맞히는지를 결정하기 위해 일반적으로 사용된다. 투사체가 목표를 타격하는지의 여부를 판단하기 위해 수정되지 않은 히트스캔 정보를 활용하는 투사체 무기를 흔히 히트스캔 무기라고 부른다. 무기가 배치되면 히트스캔 함수를 생성하고, 그리고 대상이 투사체의 궤적에 포착되면, 타격이 가해진다. 이러한 효과는 즉각적이기 때문에, 투사체는 무한한 속도로 움직이며, 선형이거나 그렇지 않더라도 단순한 궤적을 그려, 짧은 거리에서의 총알의 속도와 정확성에 대한 실용적인 근사화를 행한다. 프로그래머는 현실성을 향상시키기 위해 히트스캔 기능을 조금 다른 방식으로 사용할 수 있다. 예를 들어 부정확성을 모사하기 위해 계산된 경로에 무작위적인 흔들림을 적용할 수 있다. 또다른 예시로, 하프라이프 2의 서브머신건은 히트스캔 기능을 총이 맹렬하게 발사되는 애니메이션의 도중에 삽입하여, 실제의 탄도학을 더욱 그럴듯하게 근사하기 위해 무기의 발사와 타격 효과 사이에 약간의 지연을 만들어낸다. (ko)
  • Hitscan in video game design, most commonly in first-person shooters, is a type of hit registration system that determines whether an object has been hit or not simply by scanning if the item used was aimed directly at its target and then applies the effects of the item (usually damage) instantly. A weapon, for example, does not launch a projectile the player needs to lead, damage is applied as soon as the player's crosshair is on a target and the fire button is pressed. Internally, this is most commonly done by simulating a ray from the origin of the item along the trajectory of the "projectile" and simply scanning for any objects touching the ray. Games might still show a visual of a projectile although it technically has no effect. In contrast, a projectile-based weapon would launch an (en)
rdfs:label
  • Registro de impacto (es)
  • Hitscan (en)
  • 히트스캔 (ko)
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