Replaying some of the older games I've started thinking about collision handling. How does one achieve this behaviour?
It seems keeping a player on a deforming mesh would require
1) Doing a line-mesh intersection on the skinned model
2) ...which requires the triangles in the mesh to be spatially partitioned
3) ...which needs to be repartitioned every so often as the mesh deforms, because it may become invalid.
With a low poly count I can see this working, but in today's games where a model like that would have over 50k polygons, this seems less feasible.
What is the general approach to this problem? Are there any papers or articles written on the subject that you can share?