Hello,

I'm at one of those places where I'm theorizing my next game.  I could either 
finish up CrystalFighter, or I could do an Xwing vs TieFighter style game with 
cheap graphics, but cool building up a squadron over time.  I'm just theorizing 
here, and not committing to anything.

So when I did collision detection with CrystalFighter, I had a mesh and did X 
collision detections where X = (distance travelled) / (size of Mesh).  This is 
good for moving short distances, but a spaceship could move super fast.  So 
what is the proper way to say check if a spaceship hit into asteroids or other 
ships?  I was thinking you could turn the spaceship into a large mesh in the 
shape of its pathway, then check once for collisions.  If there is a collision, 
determine where it happened, otherwise return false for the function.

Is that the right way to do that?  Or is there a better way to do collision 
detection for fast moving objects?  

I'm just theorizing what my next project could be.

,Jim
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