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Miro Keller
@veosotano.bsky.social
New artist from La Palma, Canary Islands. Owner of an indoor skatepark / skate shop. I like programming and #GameDev mirokeller.com
10 followers16 following27 posts
MKveosotano.bsky.social

Yeah, I was thinking in terms of how a game engine would implement them. The distinction of what they do would be probably handled in the callback of the user, but for the engine they’re both just triggers that call into some code. Or do they have any more differences?

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Sseijidev.bsky.social

Pretty much what you described. Although depending on how much control you need over your combat systems having a "hitbox generation" system is useful for scripting complicated attacks where different hitboxes achieve different end results.

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MK
Miro Keller
@veosotano.bsky.social
New artist from La Palma, Canary Islands. Owner of an indoor skatepark / skate shop. I like programming and #GameDev mirokeller.com
10 followers16 following27 posts