question: What is the one thing that causes things to clip through one another in video games and why is it so hard to fix the issue?
comment: > What is the one thing that causes things to clip through one another in video games. There is no one things. There is literally thousands of different bugs that allow for no-clip glitches. Sometimes its just as simple certain walls not having collision. Adding hitboxes to objects takes time, and if you assume a player will never interact with an object there is no real reason to add one. Things like the ceiling of levels often times dont have hotboxes, if the game lacks the vertical mobility to get there. Other times it may require an animation that forces your character into a certain direction and orientation. Doom for example always puts your character a set distance from your opponent at the end of a glory kill. This means that if you hug really close to an enemy with your back to the wall the animation will put you through the wall at the end of it. Essentially teleporting you through the wall. Other times it may simply be a matter of going so fast that you your individual movement never actually touch the wall. If you think of your character as simply teleporting as a set number of pixels , and if you are moving fast enough you can move teleport through walls. There are also glitches that involve you despawning your own hitbox. For example, in the ratchet & clank game if you start a level on the same frame that you fall out of the map, the game wont know where to put your hitbox. This allows you to essentially no clip through any wall. There are also glitches that involve trigger skipping. Games dont load the entire map at the same time and sometimes things with physics, like doors, wont spawn until you get to a certain part of the map. If you can find away to avoid that trigger the door will be there, but its physics wont load and you can just walk right through. These are just the ones i can think of off the top of my head. Depending on how the game is coded there can be thousands of possible ways to make it so your character can move through objects.
passages: Related processes such as datamoshing changes the data in a video or picture file. Datamoshing with software such as Avidemux is a common method for creating glitch art by manipulating different frame types in compressed digital video: 
   Section::::Scratched discs.:Kassa’s February 2007 investigation.
   When it comes to video walkthroughs of games, gameplay may be recorded in multiple ways, such as through the use of screencast software, built-in recording features in some emulators or via a video capture device connected to a console or another computer. Some video games also include built-in recording features, such as "Grand Theft Auto V" (2013), which included in-game recording and editing features in its PlayStation 4 and Xbox One re-releases, allowing players to record and edit gameplay to share with others. Video content is typically shared over the internet via streaming, using video sharing and media streaming websites such as YouTube and Twitch, where the content has a potential audience consisting of millions of people.
   Section::::Scratched discs.:Kassa’s April 2007 investigation.
   BULLET::::- Some video overlay devices write the digital video signal directly into the graphics card's video memory or provide it to the graphics card's RAMDAC.
   BULLET::::- "Pokémon Black" and "White" introduces idle animations for all Pokémon during battle. If the device is left alone for a while during a battle, the camera will zoom in on a Pokémon as it does its animation.
  
  BULLET::::- "Rayman 2": Rayman takes his body and bounces it like a basketball.
  
  BULLET::::- "Red Dead Redemption": John Marston takes off his hat and wipes the sweat from his forehead.
  
  BULLET::::- "Resident Evil": Chris crosses his arms and waits. Jill puts her left hand on her hip and pats her gun against her leg with her right hand.
   Misalignment glitches are produced by opening a digital file of one type with a program designed for a different type of file, such as opening a video file as a sound file, or using the wrong codec to decompress a file. Tools commonly used to create glitches of this type include Audacity and WordPad. Artist Jamie Boulton explains the process and the glitches it produces, noting that these glitches depend on how Audacity handles files, even when they are not audio-encoded:
   "Glitching" is the practice of players exploiting faults in a video game's programming to achieve tasks that give them an unfair advantage in the game, over NPC's or other players, such as running through walls or defying the game's physics. Glitches can be deliberately induced in certain home video game consoles by manipulating the game medium, such as tilting a ROM cartridge to disconnect one or more connections along the edge connector and interrupt part of the flow of data between the cartridge and the console. This can result in graphic, music, or gameplay errors. Doing this, however, carries the risk of crashing the game or even causing permanent damage to the game medium.
   BULLET::::- Happened-upon technical debt—debt that the development team was unaware existed until it was exposed during the normal course of performing work on the product. For example, the team is adding a new feature to the product and in doing so it realizes that a work-around had been built into the code years before by someone who has long since departed.
  
  BULLET::::- Known technical debt—debt that is known to the development team and has been made visible using one of the previously discussed approaches.
   Section::::Methods.:Hardware failure.
  
  Hardware failure happens by altering the physical wiring or other internal connections of the machine itself, such as a short-circuit, in a process called "circuit bending" causes the machine to create glitches that produce new sounds and visuals. For example, by damaging internal pieces of something like a VHS player, one can achieve different colorful visual images. Video artist Tom DeFanti explained the role of hardware failure in a voice-over for Jamie Fenton's early glitch video "Digital TV Dinner" that used the Bally video game console system:
   Section::::Methods.:Misregistration.
  
  Misregistration is produced by the physical noise of historically analog media such as motion picture film. It includes dirt, scratches, smudges and markings that can distort physical media also impact the playback of digital recordings on media such as CDs and DVDs, as electronic music composer Kim Cascone explained in 2002:
   BULLET::::- Several video recording and playback devices such as VCRs, hard disk recorders and video servers. Certain cameras or video feeds can be "isolated" to specific decks, and when something happens that the producer or director wants to see again, the deck can be rewound and shown on the air as an instant replay. Hard disk recorders typically allow some limited editing capabilities, allowing highlight reels to be edited together in the middle of a game.
   Section::::Scratched discs.:The European Commission’s June 2007 investigation of disc scratches.
   Section::::Resolution.:Situations/issues of cause.
  
  Often there are significant time constraints out of the developer's control right from the beginning of their involvement in a project. Common issues that might lead to this anti-pattern as a result:
   Code inserted into content can add information to the output that specifically identifies the player, and in a large-scale distribution of the content, can be used to trace the player. This may include the fingerprint of a specific player.
  
  Section::::Weaknesses.
   "Datamoshing involves the removal of an encoded video’s I-frames (intra-coded picture, also known as key frames—a frame that does not require any information regarding another frame to be decoded), leaving only the P- (predicted picture) or B- (bi-predictive picture) frames. P-frames contain information predicting the changes in the image between the current frame and the previous one, and B-frames contain information predicting the image differences between the previous, current and subsequent frames. Because P- and B-frames use data from previous and forward frames, they are more compressed than I-Frames."
   Texture/model glitches are a kind of bug or other error that causes any specific model or texture to either become distorted or otherwise to not look as intended by the developers. Bethesda's "" is notorious for texture glitches, as well as other errors that affect many of the company's popular titles. Many games that use ragdoll physics for their character models can have such glitches happen to them.
   Traditionally, hair representation in video games has been sub-par for several reasons. For short hair (especially on male characters), hair has often been represented by a detailed texture on a character's skeleton. This makes it difficult to represent hair styles that are not pressed flat against the skull. Longer hair is often represented as a texture on a moving part of a skeleton and thus moves as a multi-jointed appendage. While this hair has more movement than the former, the movement is usually physically unrealistic – the hair moves as one body and movement is very often under or over damped.
   BULLET::::- In "" a character named Zoe will tell the player outside the room containing the balloon to Midday Garden Home and several other areas that the player is using an unlicensed copy. This conversation purposely corrupts data. When corrupted, the game would not only remove stray gems and the ability to progress in certain areas but also make the final boss unbeatable, returning the player to the beginning of the game (and removing the save file at the same time) after about 8 seconds into the battle.
   BULLET::::- "The King of Fighters": Ralf Jones hops, Ryuji Yamazaki flicks his left arm before beckoning his opponent (the beckoning was removed in The King of Fighters 2003 and the flick wasn't introduced until The King of Fighters '97), Billy Kane twirls his staff, and K' stands straight with one hand in his pocket and falls asleep without returning to his usual stance unless he moves, attacks, or is attacked.
  
  BULLET::::- "Uncharted": Nathan Drake does numerous animations, such as crouch and look around.
  
  Section::::External links.
  
  BULLET::::- Idle animations at Giant Bomb, games with idle animations
   Section::::Usage.
  
  Although transcoding can be found in many areas of content adaptation, it is commonly used in the area of mobile phone content adaptation. In this case, transcoding is a must, due to the diversity of mobile devices and their capabilities. This diversity requires an intermediate state of content adaptation in order to make sure that the source content will adequately function on the target device to which it is sent.
   BULLET::::- Insufficient up-front definition, where requirements are still being defined during development, development starts before any design takes place. This is done to save time but often has to be reworked later.
  
  BULLET::::- Business pressures, where the business considers getting something released sooner before all of the necessary changes are complete, builds up technical debt comprising those uncompleted changes.
  
  BULLET::::- Lack of process or understanding, where businesses are blind to the concept of technical debt, and make decisions without considering the implications.
   A defect or distortion of the video image, introduced along the sequence from origination and image capture to final display. Artifacts may arise from the overload of channel capacity by excess signal bandwidth. Artifacts may also result from: sampling effects in temporal, spatial, or frequency domains; processing by the transfer functions; compromises and inadequacies in the system employed; cascading of minor defects; basically any other departure of the total system from “complete transparency” resulting in visual errors.
  
  Section::::A.:Aspect Ratio.
   Idle animations refer to animations within video games that occur when the player character does not do any action (hence being idle). These sorts of animations are largely popular with action games, where players may rarely be idle and thus serve as easter eggs. Some of the first games ever to introduce idle animations on a mainstream basis were "Door Door" and "Maziacs"; the sprite taps his feet, blinks, and sits down. This trend spread to many other action genre games, becoming more complex as allowed by the advancing hardware. For example, in "", Diddy Kong juggles a few balls if the player offers no controller input for a few seconds.
   Section::::Scratched discs.:Disc replacement.
  
presuppositions: There is one thing that causes clipping in video games. There is one thing that causes things to clip through one another in video games.
corrections: Clipping can be caused by thousands of different bugs. There is no one thing that causes things to clip through one another in video games.
raw_presuppositions: There is one thing that causes clipping in video games. There is one thing that causes things to clip through one another in video games.
raw_corrections: Clipping can be caused by thousands of different bugs. There is no one thing that causes things to clip through one another in video games.