Problem
src/physics only performs discrete collision detection: a body's position is integrated each tick and then checked for overlap. A fast-moving body can fully pass through a thin collider (e.g. a TerrainCollider wall, a thin PolygonCollider) within a single tick without ever registering an overlapping AABB — classic tunneling.
Impact
Any gameplay involving high-speed projectiles, fast-moving characters, or thin walls/floors is at risk of objects passing straight through geometry they should collide with.
Suggested fix
Add continuous collision detection for bodies moving fast relative to their own size and/or nearby collider thickness — options include swept-shape (conservative advancement) checks between the previous and current tick's transform, or sub-stepping the integration for qualifying bodies. Should be opt-in/threshold-based so it doesn't add cost to the common slow-moving-body case (consistent with how Box2D gates CCD on a speed threshold).
Acceptance criteria
Problem
src/physicsonly performs discrete collision detection: a body's position is integrated each tick and then checked for overlap. A fast-moving body can fully pass through a thin collider (e.g. aTerrainColliderwall, a thinPolygonCollider) within a single tick without ever registering an overlapping AABB — classic tunneling.Impact
Any gameplay involving high-speed projectiles, fast-moving characters, or thin walls/floors is at risk of objects passing straight through geometry they should collide with.
Suggested fix
Add continuous collision detection for bodies moving fast relative to their own size and/or nearby collider thickness — options include swept-shape (conservative advancement) checks between the previous and current tick's transform, or sub-stepping the integration for qualifying bodies. Should be opt-in/threshold-based so it doesn't add cost to the common slow-moving-body case (consistent with how Box2D gates CCD on a speed threshold).
Acceptance criteria
documentation-site/docs/docs/physics