> I can't understand your support for failing to put in some defensive measures when they couldn't recreate a frequently reported bug
From the tweet series: "There were one or two cases before launch where this issue seemed to happen, but no one in QA ever managed to reproduce it and despite our best efforts we couldn't learn anything concrete about it"
Assuming this is true, before launch, it was NOT a frequently reported bug.
After launch, they dove in and figured out what was happening AND what triggered it.
Your complaint appears to be that they (1) had a bug, and (2) didn't resolve boundary checking in the production code. Given the number of "fall through the map" bugs in countless games, I assume #2 is, in fact, hard. Writing non-trivial code without bugs (to avoid #1) is also hard, based on...all the smart coders I've read.
Regardless of the source of the bugs, I'm cheering that they didn't just put in defensive measures and called it a day. To the point that defensive measures can be a source of bugs, consider how many "violent vibration" bugs we've seen in, say, Skyrim, Fallout, and GTA. (While I don't play, based on clips I've seen from GTA and Red Dead, those engine(s) spam duplicate entities when the boundary overlap is detected, where Skyrim/Fallout just vibrate and rattle). I find it very plausible that attempts to "warp" characters having positional bugs without understanding the source of those bugs will end up a source of new bugs.
The "rattling" in Skyrim/FO is not specific to those engines but seems to happen in all games that use Havok (e.g. all Source based games exhibit the same behavior when something gets stuck in something else).
RAGE/GTA/RDR2 are so insanely buggy games that a game developer probably can learn nothing from them, except how to not do it, and that no matter how broken your games are, you can still earn billions.
collision detection is pretty hard to do in real time. you can't just iterate through every single entity and check if it's intersecting every single triangle in the whole world and have an acceptable frame time.
They are (a solid surface), but game physics are somewhat fuzzy due to performance requirements. Some games teleport you back on top of the ground layer if you fall too deep.
From the tweet series: "There were one or two cases before launch where this issue seemed to happen, but no one in QA ever managed to reproduce it and despite our best efforts we couldn't learn anything concrete about it"
Assuming this is true, before launch, it was NOT a frequently reported bug.
After launch, they dove in and figured out what was happening AND what triggered it.
Your complaint appears to be that they (1) had a bug, and (2) didn't resolve boundary checking in the production code. Given the number of "fall through the map" bugs in countless games, I assume #2 is, in fact, hard. Writing non-trivial code without bugs (to avoid #1) is also hard, based on...all the smart coders I've read.
Regardless of the source of the bugs, I'm cheering that they didn't just put in defensive measures and called it a day. To the point that defensive measures can be a source of bugs, consider how many "violent vibration" bugs we've seen in, say, Skyrim, Fallout, and GTA. (While I don't play, based on clips I've seen from GTA and Red Dead, those engine(s) spam duplicate entities when the boundary overlap is detected, where Skyrim/Fallout just vibrate and rattle). I find it very plausible that attempts to "warp" characters having positional bugs without understanding the source of those bugs will end up a source of new bugs.