These two things kind of puzzle me a bit. I imagine for some accurate/efficient collision, a decent algorithm would need to be in play. What my real question is, how do you implement collision in a way that it remains accurate, no matter the speed of the objects colliding?
If you don’t know what I mean, it’s basically that, to move an object across a screen, each frame, the x and/or y position of the object is incremented/decremented according to how fast you want it to appear moving. Well, if an object is moving very fast, then in one frame it’ll be at x-coord 20, and then the next, it could be at x-coord 200. Well, if there was an object that it was suppose to collide with at position 100 that was only 50 pixels wide, then there is technically never a point of intersection between the objects. And, if coded to only check if object A has crossed into the bounds of object B, than this would definitely cause problems with detecting the collisions.
I’m going to assume there are movement/collision algorithms available in various places among the net. But, I guess I’m looking for what is most efficient/accurate, and maybe an explanation as to how that is derived.
Thanks in advance!