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
Clipping is caused by high velocity. If velocity was not abnormal there would be no clipping, so efforts are focused on preventing abnormal velocity as it avoids both problems. If you fix the clipping you still have the abnormal velocity problem so the gameplay is still broken. Kind of like how a plane breaks apart when it crashes. Making the plane stronger to survive the crash is pointless as the plane shouldn’t crash in the first place.
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