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#supermario64#collisiondetection#gamephysics

Walls, Floors, & Ceilings

UncommentatedPannen

135K subscribers • 3 videos on Hallway

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  • Recommended by 3 people: 3 on Hacker News.
  • Presented by pannenkoek2012
  • May be out of date. Uploaded 9 years ago, in an area where tools change fast.

Intermediate. Assumes working knowledge.

385K views9 years ago3 recommendations

Game developmentComputer scienceGame programmingUnity, Unreal and GodotAlgorithms

pannenkoek2012 explains the technical details of how Super Mario 64 handles wall, floor, and ceiling collisions.

I explain all about walls, floors, and ceilings, as well as other related topics like triangles/unit normal vectors, frames/quarter steps, Mario’s position, the sequence of a events in a frame, and out of bounds. For convenience, here are each of the topics: Intro, Triangles, Unit Normal Vectors Frames, Quarter Steps Mario’s Position Sequence of Events in a Frame Wall Hitboxes Multiple Wall Hitboxes Double-Sided Walls Clipping Through Walls Floor Hitboxes Ramps and Stairs Ceiling Hitboxes Entering Ceiling Hitboxes Sequence of Events in a Frame Revisited Boxes Seemingly Vertical Surfaces Out of Bounds Entering Out of Bounds Walls vs. Ceilings vs. Out of Bounds youtu.be/a9fUV7uA2_s Non-Cardinal Wall Hitboxes I consider the information in this video to be extremely important, especially when it comes to SM64 analysis (e.g. can Mario dive recover onto this box?). In fact, I've been using this information for years to help me execute strats (e.g. clipping through two walls at a corner when I have less than 400 speed) and quickly dismiss impossible strats (e.g. even if we had enough speed, we couldn't launch to above the chests in JRB since that's above a ceiling). And so now, I've finally compiled all of this knowledge into one video so that everyone has access to it. Big thanks to Tyler Kehne and Peter Fedak for assisting me throughout the research process. Note that I've tried to make this video as simple and concise as possible, which often meant making generalizations that apply in most cases but not all. For example, I said moving into out of bounds while airborne resets Mario's horizontal speed, but this only occurs when Mario has a small positive speed or negative speed. For a medium positive speed, Mario will do a soft bonk. And for a high positive speed, Mario will do a hard bonk. So there may be exceptions to some things I say, but this was because delving into every possible case would have made the video several times longer and more complicated. Interestingly, in the time between when I started this video and when I posted it, I've made other videos that have used information from this video, such as the hitbox dimensions and effects. Those videos even used the same color scheme in their visuals, since I had just copied the visuals from this video. But in all of those cases, I had to briefly explain the important principles beforehand, since I couldn't rely on viewers having seen the not-yet-released wall/floor/ceiling video. But now that this video is released, I won't bother re-explaining information from this video in future videos that rely on it. Aside: I had actually started this video on May 26, 2016 (a year and one day ago). But after starting it, this video ended up becoming a much larger endeavor than I had anticipated. Indeed, the magnitude of its scope combined with how tedious the research and visuals were

Why it's here

3 people recommend this

What people say. Recommended as an extremely interesting and detailed technical breakdown of classic game physics and collision detection.

dEnigmaon Hacker News • Recommends

On “A Comprehensive Super Mario Bros. Disassembly”

That's nothing! He has two videos on walls, floors and ceilings, each longer than half an hour (and both of them extremely interesting) Part 1: link to this video Part 2: link

tehzon Hacker News • Recommends

On “'Super Mario Bros.' speedrunner hits nearly inhuman 4:55 world record”

See also his four part series (course, really) on wall, ceiling, and floor interactions: link to this video link link link It's amazing how engrossing they are.

rjelion Hacker News • Recommends

On “Jailbreaking Super Mario World to Install a Hex Editor and Mod Loader [video]”

Pannenkoek just released a glorious 37 minute video on sm64 mechanics: link to this video And if you have never watched speed runs, Summoning Salt has a fascinating series on world record progressions in popular games: link