This question has been spooking around in my head for way too long…
What are good ways to keep track of collision like this, so that a
collision wouldn’t get skipped due to some (unexpected) large delay in
time between two frames?
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This is a well known problem with some good solutions, like Swept
Circles for 2D and Swept Spheres for 3D collision detection and
As said above, it is a common problem named: “tunneling”, “bullet
through paper”. Maybe these names gives you help finding the solution
(google these, a lots of examples, tutorials for solving this). :)
Btw, I didn’t mean to restrict the question to circles, was just to give
a simple example.