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
Being “filled” or not is only different to you because you are thinking of reality. In the computer there would still be physics issues if you pass through a wall between physics updates. The solutions require processing power, which is the lifesource of a game. When resources are spreading thin, you get fringe anomalies like this.
Latest Answers