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
It increases what you have to process
It’s easier math to average out your latency and add in desynch to do max travel distance to see if you collide with something rather than tracking every square inch of internal stuff then do a collision check . You still have to do the first calculation to identify point of impact.
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