This is one of those coding areas that seems “simple” to people who have eyes and brains with billions of years of evolution and fine-tuning to instantly judge angles and distances.
Not quite as simple for a 20-year old gaming engine that’s held together with gum and baling twine.
Feel free to send in your algorithm for instantly recalculating the collision distance at every angle to a textured visual object with no impact on processing power for 30,000 players with potentially millions of objects in view.
Or, for a “likely” explanation of the situation, you can review Destiny Corrupted’s lovely diagram: