Collision detection problems using libgdx

Hi.

I’ve successfully implemented the Box2D part of libgdx into my game, and it’s working fine. Except that my bullets on rare occasion pass through my enemies. I handle all the collisions manually by getting the contactlist from the world, and iterate through them. I’ve set the body-property “bullet” to true on my bullet-entities, but it doesn’t seem to make them update their collisions more vigorously and in smaller increments as intended.

What can I do? I would really like to avoid handling bullet-updates incrementally per update manually. Is there something I’ve missed?

are they passing through the enemies because they are moving ‘too fast’ ? are they never actually colliding with the enemies? by making too big of movement steps per step?

sweep test?
add a collideable line between old position/new position of bullet?
make each world increment smaller steps, as to not ‘jump’ over a collideable enemy?

Thanks for your reply, namrog84. Yeah, that’s exactly it, and that’s exactly the solution I’d love to get away from. I thought it might be handled in the framework already.

Is this really what we all have to do? The reason I implemented a physics engine, was so I could just fire-and-wait-for-contact. So I wouldn’t have to handle all the movement manually, but could use a simple linear velocity instead :frowning:
Oh well, I already have a Java2D implementation of this. I guess I’ll try to port that solution, if no one has any other suggestions.