a really noob question ( intersecting faces )

Hey. First of all im a noob so im sorry if this is a stupid question. But i am wondering if there is any reason it would be a bad thing to have meshes or objects that go through one another. If its the use of the models are the decider weather or not this is ok then i can say that the models will be used in games. Spesifically the unity engine.

I will post some pics when im back in front of the computer of what i mean but the basic idea is that instead of for example when making an animated piston, naturally you would hollow out the inside of a cylinder for the piston rod (so it doesnt clip) instead you would just leave both as two primitive cylinders and have the piston rod move through the cylinder. Now i dont mean that the hollowing out done would be cutting out the inside of the piston as it would look in a cutaway of a real life piston but just along the track where the rod will travel.

Or making of something like two primitive cubes where one corner of one of the cubes are inside the center/middle of the other cube. Instead of using the boolean modifier, cutting along the edge, merging verts etc. on one cube leaving the resulting vertex count much higher. To me it seems that i can make much more complex shapes with less vertex count in some select cases by just having the objects or meshes go through eachother.

Iwe noticed that i sometimes can see through the intersecting meshes in edit mode leaving an ugly effect in normal solid texturing but im wondering if this is only because of lod etc in the 3d view and wouldnt be seen in a textured model? Does it cause issues with uv maps etc other than possibly wasting space?

In advance. thanks for reading and for any advice. I couldnt find anything about this by doing a quick google search for some key sentences but i may not have been using the correct terms.

intersecting objects are usually not a problem, except when you have more than one polygon in the EXACT same space. such as if you added a cube…left it exactly where it spawned, and then add another at that exact same point. if this happens, you’ll see the problem right away, because the surfaces will look weird and grainy. this is called z-fighting.

Thank you so much. That was exactly the answer i was hoping to hear. Iwe observed the z fighting once when i i merged an object to the center of a mirrored object(i forgot i had left it mirrored) i wasnt sure what was causing the grainyness at first but the first thing i tried to do was to apply the mirror modifier and remove doubles and that fixed it.