good sensations can sometimes be extreme, and i know i personally enjoy a good few of those, so i wanted to know which of these types of pain are the most commonly enjoyed :)
basically my question is. am i such a touch deprived weirdo that i'll enjoy fucked up sensations no one else likes or am i normal
Yeah! Kaze Emanuar just posted a video noting that one way to fix some of the invisible walls is to add extra vertices in that manner; but it doesn't address all the possible causes of invisible walls (since the SM64 engine's wall/floor/ceiling behavior results in multiple reasons for them), and also apparently resources are tight enough that every vertex counts, so if there are solutions besides "spend RAM on more vertices", it's nice to have them.
pannenkoek's explanation video of SM64's invisible walls is interesting because from the perspective of someone with a background in gamedev it seems like the random invisible wall bug of SM64 only occurs because the game was made before certain practices in 3D game development were standardized.
To try and summarize the problem as briefly as possible, the bug occurs in places where there's a gap in level geometry, and gaps occur because the positions of polygon points are truncated. This only causes an issue if your geometry has T-vertexes, which is a big no-no in modern 3D modeling, and can easily be solved by sub-dividing a few polygons.
Below is an example I found online of a T-vertex that needs to be solved (since explaining what they are takes too many words)
In this example, you can fix the T-vertex by turning that triangle into two triangles.
To put it into perspective, if your 3D models have T-vertexes in the modern era some 3D modeling software won't let you render them without flashing a warning to fix it first.
This isn't an issue of technical limitations on SM64's part. Solving the issue would require creating more polygons but not nearly enough to affect performance by any means. This is a case of 3D modeling being such an early pursuit that no one knew what not to do yet.