In my game I use a custom terrain (generated from heightmap) intersection method that performs very well. Intersecting the terrain geometry itself is extremely slow so I built this as an alternative.
Basically what I’m doing is determining which terrain “face index” an object is on, grabbing the correlating vertices from the terrain geometry and constructing a
THREE.Plane object that is set via the referenced co-planar points and intersecting with that.
In most cases this method works great, but on more extreme slopes it kind of breaks down as demonstrated below:
These are a couple in-game screens showing this effect. The triangle patterns on the slopes indicates to me that I may be making a mistake. Only half the “face” is working.
Am I doing something wrong?