I could see why you might not want to fill under the terrain in a game that features things like underground caves, but thin terrain seems to be present in a huge majority of 3D games (even those without underground features) and is not engine-specific. Why is terrain almost always a fragile piece of origami that’s so easily punctured?
In: Technology
All 3D graphics surfaces are paper thin, because that’s how graphics cards work. The only way to add depth is by adding additional paper-thin layers. Adding more would not help, because if you clip through the first layer, now you’re on the next layer, which you could then clip through. No matter how many layers you add, you could still eventually clip through them all. Because of this, it’s better to use other methods to try to prevent clipping.
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