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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.

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.

Which surface does a contact actually use?

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.