Computer Science I / Kinematics: Describing Motion
Practice question · Multiple choice

A game's physics behaves differently on a fast machine than a slow one, with objects tunnelling through walls at low frame rates. What is going wrong?

Hints
  1. At 10 fps, how far does a fast object move between two collision checks?
  2. Ask what the collision test actually checks: a path, or a position?
Show the answer

D. The timestep is tied to the frame rate, so a slow frame steps too far

Why

Discrete-position collision checks miss anything that jumps the wall between frames, and a long frame means a long jump. Fixed timesteps and swept-volume tests are the standard fixes, a numerical-integration problem surfacing as a gameplay bug.

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