How the collision system of The Witness was engineered to completely prevent entire classes of bugs normally found in game engines of its type: https://www.youtube.com/watch?v=YE8MVNMzpbo … (Restored version of my 2018 talk, since the convention lost the audio from the original)
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Ah makes sense. We have done some slice the space in the past, but it's usually expensive/complex.
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I carefully worked out a way to do cell decomposition without it, and then never had time to try it, and probably never will, but it's still on my infinitely long to-do list.
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