Mythics:I'm wanting to do a 2d game, using lots of small circles. The player will control one of these circles, while the rest will be static.
How do I go about avoiding tunneling, without dropping my FPS detrimentally?
I considered multiple collision checks per frame, using smaller time steps, but I think I'd prefer a different more accurate method. I've even looked into several physics engines, but most of them try to cover more advanced collision possibilities rather than accurately handling the simple stuff.
Thanks for any help,
Mythics
If I understand you right, maybe your best bet is to use radius collision checks, but also elimating the quadrants of the screen where a collision is not possible (like a sweep and prune algorithm). If I had 2 sprites with a Vector2 position property and a collision radius (that you define) you can quickly check for collision like so:
Vector2 posDiff = pos - other.pos;
float distance = posDiff.Length();
return (distance < collisionRadius + other.collisionRadius);