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    The core problem with discrete detection at hyper-velocity isn’t just a performance issue—it’s a fundamental sampling failure. When you only test overlap at frame boundaries, a fast projectile can travel entirely through a thin collider between two samples and never register a hit. The classic fix is swept collision detection, but most people implement it wrong. Instead of just expanding the AABB (which causes massive over-expansion and false positives on elongated shapes), you should be computing the actual Time of

    "Crosshair placement and sound cues win 80% of gunfights. Keep your head cool."
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