<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title>Bing: Program Switch/Case Python</title><link>http://www.bing.com:80/search?q=Program+Switch%2fCase+Python</link><description>Search results</description><image><url>http://www.bing.com:80/s/a/rsslogo.gif</url><title>Program Switch/Case Python</title><link>http://www.bing.com:80/search?q=Program+Switch%2fCase+Python</link></image><copyright>Copyright © 2026 Microsoft. All rights reserved. These XML results may not be used, reproduced or transmitted in any manner or for any purpose other than rendering Bing results within an RSS aggregator for your personal, non-commercial use. Any other use of these results requires express written permission from Microsoft Corporation. By accessing this web page or using these results in any manner whatsoever, you agree to be bound by the foregoing restrictions.</copyright><item><title>Block Components Documentation - minecraft:collision_box</title><link>https://learn.microsoft.com/en-us/minecraft/creator/reference/content/blockreference/examples/blockcomponents/minecraftblock_collision_box?view=minecraft-bedrock-stable</link><description>Defines the area of the block that collides with entities. If set to true, default values are used (a full 16x16x16 block). If set to false, the block's collision with entities is disabled, allowing entities to pass through. If this component is omitted, default values are used.</description><pubDate>Wed, 26 Aug 2026 20:53:00 GMT</pubDate></item><item><title>Entity Documentation - minecraft:collision_box | Microsoft Learn</title><link>https://learn.microsoft.com/en-us/minecraft/creator/reference/content/entityreference/examples/entitycomponents/minecraftcomponent_collision_box?view=minecraft-bedrock-stable</link><description>Sets the width and height of the Entity's collision box. Height of the collision box in blocks. A negative value will be assumed to be 0. Value must be &gt;= -100000000. Value must be &lt;= 100000000. Width and Depth of the collision box in blocks. A negative value will be assumed to be 0. Value must be &gt;= -100000000. Value must be &lt;= 100000000.</description><pubDate>Thu, 27 Aug 2026 19:55:00 GMT</pubDate></item><item><title>Collision Detection | jacobo-mc/mc_b1.7.3_release | DeepWiki</title><link>https://deepwiki.com/jacobo-mc/mc_b1.7.3_release/5.2-collision-detection</link><description>This document covers the collision detection algorithms implemented in the Minecraft b1.7.3 codebase, focusing on how bounding boxes test for intersections, calculate collision responses, and determine point containment.</description><pubDate>Thu, 12 Feb 2026 13:46:00 GMT</pubDate></item><item><title>minecraftBlock_collision_box.md - GitHub</title><link>https://github.com/MicrosoftDocs/minecraft-creator/blob/main/creator/Reference/Content/BlockReference/Examples/BlockComponents/minecraftBlock_collision_box.md</link><description>Supports an array of collision boxes (for multi-part collision shapes) and a maximum collision box height of 24 units (up from 16). Available without the Upcoming Creator Features experiment and without the format_version 1.21.130 requirement starting in 1.26.0.</description><pubDate>Mon, 10 Feb 2025 23:53:00 GMT</pubDate></item><item><title>GitHub - AnECanSaiTin/HitboxAPI: Add more colliders for ...</title><link>https://github.com/AnECanSaiTin/HitboxAPI</link><description>In any place where collision detection is needed, create a collision box object and use the methods in ColliderUtil to determine if a collision has occurred. For entities (Entity), you can achieve collision box caching by attaching HitboxDataAttachments#COLLISION.</description><pubDate>Tue, 12 Nov 2024 10:59:00 GMT</pubDate></item><item><title>Hitbox &amp; Collision System | GrimAnticheat/Grim | DeepWiki</title><link>https://deepwiki.com/GrimAnticheat/Grim/6.2-hitbox-and-collision-system</link><description>The Hitbox &amp; Collision System defines the collision shapes (bounding boxes) for all Minecraft blocks and provides efficient queries against these shapes for movement prediction and block placement validation.</description><pubDate>Mon, 24 Aug 2026 02:19:00 GMT</pubDate></item><item><title>Complex collision system - V2.0 - TurboWarp</title><link>https://turbowarp.org/994332871</link><description>It was necessary to use a collision system based on tile detection without treating those boxes as solid blocks. This problem was solved by dividing the blocks pixel by pixel until a base 3 code was obtained and stored in a list.</description><pubDate>Mon, 06 Apr 2026 16:25:00 GMT</pubDate></item></channel></rss>