This is my first post to this forum and I have tried to search for an answer before posting. I do apologize in advance if it has already been answered.
I am coding a rather simple "breakout" type of game but need rather accurate collision also for fast moving objects. Basically the moving object is always circles and the objects that would change the directions of the circles are always AABB's. I know how to calculate the closest points from a circle to an AABB and I know how to use line segment to AABB (slabs) collision checks. My idea is to from the current circle position add the velocity vector and put a new circle in the new position and use line segment parallel with the velocity vector for the "edges" between original position and displayed position.
However my question is how to get the fraction of the movement to collision accurate so I within the same time step can go to the intersection and for the rest of the movement within that time step move it in the new direction? The player will be able to increase the speed so the movement between time steps might be quite big. With a pure slab test I would get the fraction but it would be hard to describe the circle at the end of the circle with pure line segments without getting to many and getting poor performance. Would it be a decent solution to do a binary search on the velocity vector until it is not colliding but closest point is within an allowed maximum? Is there better algoritms to accomplish this?