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’?

2.79K 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

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.

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