I’ve learned that video game ‘clipping’ is caused by high velocity, thin colliders, and too-slow physics updates. Why are terrain surfaces in most 3D video games paper-thin? Why isn’t terrain given extra fill/thickness inside and under it to prevent ‘falling through the map into the void’?

2.80K views

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

39 Answers

Anonymous 0 Comments

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.

You are viewing 1 out of 39 answers, click here to view all answers.