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Kinda funny that if I move the ball out of the water slowly, it generates a lot of waves, but if I shoot it in the water or out, it's just a small wave. A few times I was able to yank the ball in or out with no trace at all—though that can perhaps be chalked up to the cursor moving too fast to register the intermediate positions.



This can be solved by doing the following:

instead of checking "currentPosition" and "futurePosition" for a collision per frame, instead compute a sphere using those two values as bounds, and check if there are any collisions within that sphere


By converting the whole ball movement into an object, you end up with a "pill".


The parent is talking about Continuous Collision Detection. A pill would be similar to the end result, but only at speed.




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