I am making a game and using the same code as mentioned in SFML Game Development Book.
I am using the fixed time steps method (where I send a fixed dt time every time I call update).
I have set my frame rate to 60.
Now the problem arises, I want to move 420 pixels per second, which makes up 7 pixels per frame (due to 60 FPS). This leads to tunneling/ghosting of my objects (as some collision objects are shorter). The only way to reduce tunneling is if i move less pixels per frame. That can be achieved either by increasing the FPS or by reducing the overall pixel/sec. speed of the object. The first thing causes performance issue, while the latter makes game play issues.
So is there any another way, other than these two, to remove tunneling (completely, if possible)??
Thanks