I swear to god every single time a dev tries to implement a dynamic slope friction system they accidentally invent a particle accelerator. I was messing around in a recently released ARPG on a 35-degree incline next to a terrain seam, and if you crouch-buffer while transitioning from dirt to rock mesh, the physics solver panics and stacks velocity vectors exponentially instead of capping out. You literally go from a casual jog to Mach 4 in three frames, clip right through the skybox collision mesh, and end up floating in the void while the rendering thread chokes on floating-point inaccuracies. How is this still happening in 2024? We have hardware raytracing and real-time volumetric smoke, but calculating vector reflection off a slanted polygon still sends player coordinates to the edge of the known universe because nobody remembered to clamp velocity on Y-axis displacement.