I made a small little concept game with framerate independend moving object (entities). I'm calculating a delta (time between frames) and using it in the updated position of an object (like in tutorial 4 -timing- on the lwjgl wiki). When an entitiy is going fast or if the delta gets bigger (on slower computers or when the game will get bigger) the object will seem to "teleport" while trying to keep the same speed. I understand this will happen, and I don't think its a problem. The problem is in the teleporting itself. When an object "teleports" it will crash into other objects or even 'jump' behind them, which ruins my collision detection.
My collision detecting calculates if the objects (Rectangles) are interfering with eachother. When an object 'teleports' over an object in 1 frame, it will never interfere.
What is the best solution to solve this problem?
Thank you,
Tycho