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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I mentioned them because of its use of the heightmap for collisions. Hm, i never saw such bugs in any of their games (i've played all the Aurora-derived ones) and always assumed this was because of the heightmap. Perhaps it was a case of designer mistake like your boat example?
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I wrote the pathfinding for DA:O (not the height map extraction from geometry). Because players were driven by physics checks against geometry instead of the pathfinding representation you would still see these bugs.
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