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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But IMO this is the best of both worlds. You can always build fast pathfinding approximations from this system by running it off-line if you want, but for anything else, you can run it on-line and have all the benefits (no precomp, arbitrary moving geometry, etc.)
Thanks. Twitter will use this to make your timeline better. UndoUndo
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