Advanced collision detection

Unfortunately I haven’t gotten the chance to completely read this ( http://www.wildbunny.co.uk/blog/2011/03/25/speculative-contacts-an-continuous-collision-engine-approach-part-1/ ) but what I’ve read has been very educational and potentially useful for future game development.

A quick synopsis is that the linked article provides a very well documented approach for dealing with collisions in time. Say you have an object that should have collided with another, but it’s velocity or translation across the drawing surface is so high that in the time between frames it completely skips over another entity without colliding. In physical reality there would be a collision, but in computer terms there isn’t easy logic to detect and resolve these false-negative near misses.