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Ever wonder why collision in some games works perfectly on your PC but completely breaks on older, lower-end machines? In this video, I dive into why traditional collision methods like SAT (Separating Axis Theorem) fall apart when the framerate drops, and how to fix it using a method called Continuous Collision Detection (CCD). I explain how frame-based movement causes objects to "teleport" past collisions at low FPS, and how CCD solves this by simulating continuous real-world motion. You'll get a look at my custom approach that handles moving circles against static polygons, along with a breakdown of how TOI (Time of Intersection) helps us pinpoint exactly when a collision occurs within a frame. I also cover how to implement sliding behavior when a player hits diagonal surfaces, and why it's crucial to use multiple collision checks per frame to prevent objects from slipping through complex geometry.
Whether you're optimizing for high-end rigs or trying to get your game running on a dusty laptop, this method will keep your collision solid and reliable.