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
I remember reading some developer speak about this.
People kept saying like “oh it’s wild that the developers still let you do that.”
and they responded with, “I’m not your dad. If you can find a way to run through a wall then fucking go for it.”
I can’t remember who it was but my best guess was it was an indie game developer on twitter iirc.
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