Please excuse my last post, I was a good ways off on that. It would
seem in reality that the number of vertices my circle has, requires a
time step a good bit lower.
My walls are only 11 pixels wide and the circle has a radius of 5 or 6
pixels. If my circle has 4 vertices, resulting in just a square, I can
use .01 on my timer. If I do 8-12 vertices, I need to have the timer
fire a good deal more often to typically cause a proper collision with
the walls.
I understand it a bit more now, but it is still far from what I was
hoping for with this engine. I was also a bit disappointed to realize
that this engine doesn't handle tunneling itself, but requires the
time step to be lowered or objects to be larger in size/move slower. I
appreciate all the help, but I think I'm going to need to handle the
collision detection/response myself since I'm intending to have a lot
of very small very fast moving objects, with very thin objects for
them to collide into. It'd also be smarter for me to do it myself
since I'm only going to be using very very simple shapes (circles,
squares, rectangles, etc) rather than using a full blown engine.
If anyone here knows of a good library/engine for collision detection/
response that only handles simple 2D objects for C#, I'd love to hear
about it.
Again, thanks for all the help,
Mythics