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
One important thing to note is that surfaces don’t have thickness, it’s a bunch of triangles stringed together. This makes it that if your character intersects with one of those triangles the physics engine starts calculating if and how it should push you away.
So in short, it’s actually a bunch of 2d surfaces spanned in a 3d world
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