Not sure I understand - it's seems very complex! I wasn't sure how the problem manifests itself - are you saying that the collision detection becomes inaccurate when it exceeds a tick?
No, it doesn't get inaccurate and yes, it seems to be complex...but it isn't. The problem lies in the way the movement of the camera and/or objects is synchronized with the framerate. The current approach assumes that collision detection doesn't consume much time compared to the rendering itself. It's a bit difficult to understand...that's why i wasn't aware of it for some time (and maybe why i killed a thread in another forum with this question... :wink: ). An example: Imagine your job is to make one step forward for every second that has elapsed (that's the "collision detection") and then say "blahblah" (that's the "rendering"). You start at 0, so you just say "blahblah". After that, 1 second has passed and you make one step (which takes a second too in this example) and say "blahblah" again. Now you have to make 2 steps, because two seconds have passed since the last time you moved forward (one during the first step and one while saying "blahblah")...then you have to make three steps, then four...and finally, you are just walking forward without saying "blahblah" in a reasonable time. If we modify this example and assume that the step takes not one second, but 1/10th of a second, it's no longer a problem.
I think a solution would be to ignore the time spent in the collision detection and just count the rendering time. This may lead to slower movement in some situations where a lot of collisions are taking place, but does that really matter...
Anyway, i don't think that this will happen to you...i never happened to me except in a special test case. But if it ever does, you may remember this thread... :wink:
I haven't implemented any collision detection yet
Oh, you actually did: the camera-world collision detection.