Consider a 3D solar system simulation.
My simulation loop:
[Calculate new positions]->[Render]->[Calculate new positions]->[Render] etc....
This loop runs at, say, 25FPS.
A planet in my simulation is travelling very fast towards the sun (on a collision course). Lets look at the simulation loop:
The only solutions I can see here are:
For anyone interested, I'm using three.js.
Happens with projectiles in shooter games. One solution is to have your movement stage shoot a line segment along the forward path to see if it would hit anything before the next frame. That assumes that only the one object is moving rapidly though. I suppose you could also run a segment between the last position and the new position although I've not done it that way myself. I've also had success just extending my collider definition forward into an ellipse that covers the unchecked area.