Collision
Collision data can have different geometry, materials and streaming ownership from the visible surface. A decoded mesh also leaves separate questions about contact filtering and surface behavior. Each row links to the page that states it, with its confidence.
| Engine / game | Geometry and container | Surfaces and limits | Detail |
|---|---|---|---|
| FromSoftware / Sekiro | Havok 2016.2 tagfiles, compressed meshes and object-local primitive/convex bodies | fsnp tables associate shape keys with HitMtrlParam ids; unkeyed triangle rows leave some assignments ambiguous |
Havok, materials and bodies |
| FromSoftware / Elden Ring | Havok 2018.1 tagfiles with compressed meshes, including transformed extern shapes referenced by custom primitives | The 0x52 custom payload has no established geometry interpretation; hit-class numbering differs from Sekiro |
Havok, surface classes |
| Anvil / Riders Republic | MeshShape stores float positions, indexed triangles, adjacency and a quantized acceleration tree; sphere, capsule, box and compound resources provide alternatives | One material can cover the shape, or one byte per face indexes CollisionMaterial references. Compound scale application is not established | MeshShape, primitives |
| RAGE / GTA V Enhanced | phBound trees in YBN, drawables and fragments; primitive, quantized geometry and composite forms |
Polygon bytes index material records; ordered materials.dat entries name material types. Complete BVH and flag semantics are not established |
Bounds |
| Frostbite / skate. | Stock physics streams with world cells; a StaticModelGroup can share one PhysicsAsset | Cooked PhysicsResource shapes, contact materials and grind-edge analysis lack a byte-complete established layout | Physics and grinds |
| Insomniac / Sunset Overdrive | .zone_physics embeds Havok 2013.2.0-r1 version-11 packfiles in DAT1; compressed mesh, static compound and convex classes occur |
Packfile tables and class names are read, but compressed-mesh shape fields and per-triangle surface ids are not established | Havok packfiles |
| Unity / SkateBIRD, Sledding Game and PEAK | GameObject collider components store box, sphere, capsule, mesh or terrain shapes under PhysX | PhysicMaterial supplies friction, bounce and combine modes. Trigger and active/enabled state are separate from stored shape | Colliders and materials |
| SEGA Ninja / SA2B | Landtables contain separate invisible Solid COL meshes, mostly Basic attaches; visible meshes never carry Solid in the measured disc | Invisible barriers and some walkable surfaces have no corresponding landtable render geometry | COL geometry |
| ForzaTech / FH6 | GeoChunk companion type codes identify .phys and Havok .hkx entries |
Their presence is listed; a collision shape layout is not established on the archive page | Resource types |
| MonoGame / STUNTBOOST | Each shipped level part has derived collision in XNB: solid/trigger triangles, lookup grids and a grind-ledge graph | Solid triangles store grippable-edge bits and ramp ids; triggers omit those fields. C_ material names describe collision behavior separately from visual materials |
Collision models and ledges |
| Unreal / MECCHA CHAMELEON custom maps | The documented import route recognizes UBX_, UCP_, USP_ and UCX_ mesh prefixes for box, capsule, sphere and convex collision |
The map kit uses the CameraBlockWall profile and enables UV lookup from hit results. A cooked collision byte layout is not established |
Custom-map collision, asset-format scope |
Havok generations share names, not established offsets
Section titled “Havok generations share names, not established offsets”FromSoftware’s tagfiles carry their types inline or reference a shared compendium. Sunset Overdrive instead uses
binary packfiles with an empty __types__ section. Its hknpCompressedMeshShape name does not establish the field
offsets of the later FromSoftware SDKs. See tagfile types and
Sunset packfiles.
FromSoftware’s decoded compressed meshes use section-local 11/11/10-bit and shared 21/21/22-bit vertices. Sunset’s similar compressed-tree interpretation remains inferred rather than a decoded shape layout. Both scopes remain visible on the FromSoftware and Insomniac pages.
Coordinates and activation
Section titled “Coordinates and activation”RAGE static map YBN vertices are world-space, while embedded bounds inherit an asset transform. Story/Online ownership still controls which intersecting bounds are active. FromSoftware MSB occurrences can share a collision file but carry different hit filters or event conditions. See RAGE bounds and FromSoftware collision parts.
Unity sphere and capsule scaling preserves round cross-sections under non-uniform scale; a box instead uses its world matrix. Anvil’s compound shapes store child transforms and a separately named Scales array whose runtime application is unresolved. See Unity transforms and Anvil compounds.
STUNTBOOST stores a grind-ledge graph with corner links and edge/rail types. Frostbite’s documented Studio grind curves instead become invisible eight-sided collision prisms; those are geometry rather than runtime grind splines. See ledge records and grind geometry.
FromSoftware’s unkeyed fsnp rows can leave competing material assignments. Sunset’s per-triangle surface ids and
Frostbite’s cooked contact-material layout are not established. These are distinct unresolved links between shape and
behavior: FromSoftware materials,
Sunset surfaces and Frostbite physics.