Editing Clipping

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The flaw, though, is that if an object moves extremely fast, then there may not be any frames of animation where it actually intersects a wall. On one frame of animation, it would be on one side of the wall; on the next frame of animation, it would be on the other side. Most collision detection engines do not check for movement between frames, so such an error would not be corrected, and the fast-moving object would continue its movement.
The flaw, though, is that if an object moves extremely fast, then there may not be any frames of animation where it actually intersects a wall. On one frame of animation, it would be on one side of the wall; on the next frame of animation, it would be on the other side. Most collision detection engines do not check for movement between frames, so such an error would not be corrected, and the fast-moving object would continue its movement.


A typical frame rate for video games is 30 FPS. This means that extremely high speeds are required to clip through a wall. ''[[Halo 3]]'' 's [[Panoramic camera mode|Pan Cam]], for example, can be used to clip through [[Invisible Walls|invisible walls]] in [[Theater]], but only after it is accelerated to at least fifty thousand times the normal speed.
A typical frame rate for video games is 30 FPS. This means that extremely high speeds are required to clip through a wall. ''[[Halo 3]]'' 's [[Panoramic Camera Mode|Pan Cam]], for example, can be used to clip through [[Invisible Walls|invisible walls]] in [[Theater]], but only after it is accelerated to at least fifty thousand times the normal speed.


==See also==
==See also==
*[[Leak]]
*[[Leak]]
*[[MAC gun glitch]]
*[[MAC gun glitch]]
*[[Panoramic camera mode|Pan Cam]]
*[[Panoramic Camera Mode|Pan Cam]]
*[[Tank jumping]]
*[[Tank jumping]]
*[[Wall hacking|Wall Hacking]]
*[[Wall hacking|Wall Hacking]]

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