Matt McIrvin
New member
- Jun 5, 2012
- 801
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Presumably there's a sampling rate in the physics engine, if the ball motion somehow exceeds the speed of that, it could pass through a solid object before the engine has acknowledged the collision.
While I don't know how the actual physics engine works, what I imagine is that it'd detect the collision if the unperturbed path of the object would have intersected the surface since the last time step. That, in itself, wouldn't be prone to frame-rate problems.
But it wouldn't be efficient to check the path against every single surface on the playfield in every time step, so for a given surface, there's probably some kind of bounding box it has to be inside to even get checked. And if it were to fly entirely through that in between time steps, you'd have a problem.