Well... I could. It could run into to speed issues, but I'd have to try it out to be sure. In any case, its more efficient just to look forward and predict when I need to bounce. The only other practical solution I see is to have the game logic be decoupled completely from- and run at a faster "frequency" or have shorter "ticks" - than the rendering process.
Builderboy2005 wrote...How about each frame instead of moving your Actor 30.5 pixels in one step, do it in a series of 10 smaller substeps?