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?
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Video games use what is called “surface modeling”. There is no concept of thickness to the models at all.
You could increase *collider* thickness, but that’s not a fix. If your computer has a hitch for some reason you will still “bullet through paper” if using a naive physics solver.
When we would write physics solvers in school ~20 years ago we would project volumes for objects moving from A to B and test those against every other object’s trajectory, and then solve for the exact moment and point of collision. There was no bullet through paper problem.
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