We only need to check collisions in the direction the player is moving, and only by the depth of his speed per frame. Loops in collision detection may be optimized in a way that they terminate after finding the first collision (order matters though).
We only need to check collisions in the direction the player is moving, and only by the depth of his speed per frame. Loops in collision detection may be optimized in a way that they terminate after finding the first collision (order matters though).