nope but whiny fandoms do
If you're going to have weapons on your character's back, make them float like Nier does it.
MGSV had no clipping.
Neither does Zelda BOTW... I think.
I gotta know how Rockstar managed to do what they did with V, where collision is generally perfect, even with insignificant scenery and physics objects.I honestly don't think with current hardware this is even possible in a 3D game. You simply don't have the power to constantly check that no model will clip through something else, typically the collision mesh will be much lower detailed than the visible model and even then there's an order of priority.
That's the thing - this is the alternative. Not worth it for something so minor.I'd take a bit of clipping any day over the massive performance requirements to check collisions with every vertex.
I gotta know how Rockstar managed to do what they did with V, where collision is generally perfect.
Wow thanks for the explanation. Super interesting!They didn't, is the simple answer. However the RAGE engine uses Euphoria Physics, it's an advanced tool that allows for very accurate character physics interactions that also blends animation into an almost seamless realistic human (or animal). However, even with Euphoria in action, you'll still get minimal amounts of clipping; for instance if you're hit by a car and slowed down the game you'd notice minimal amounts of clipping simply because calculating the accuracy of object interaction is a balancing game (and in normal gameplay, you simply don't notice). You'll also find anything with cloth physics tends to be low down on the priority list and will clip through most things, again, because the majority of the time you won't notice!
MGSV had no clipping.
Neither does Zelda BOTW... I think.