Clipping vs Substepping
Like many game engines, Easel simulates physics in discrete time steps, or "ticks". There are 60 ticks per second.
Sometimes, if you have a fast-moving object, it can move so far in 1/60th of a second that it can have already passed through to the other side of a wall before the physics engine has a chance to notice it. This can cause problems like:
- Tunneling: A bullet moving fast could pass right through a thin wall and hit someone on the other side. Ouch.
- Penetration: For a hero jumping and landing on the ground, you want the hero to land level on the ground, and not partially sink into it before the physics engine catches the collision and pushes them back up.
