There is a slight difference between checking the moment every 1 pixel and doing a swept polygon collision. A swept collision means you have a very smooth and possibly curved path that the object will move through and you turn that path into a polygon, like a bendy tube, and then you test against the tube. That's different to just testing every 1 pixel of movement as you may have less overall tests to do.
Another solution is to use fixed rate timing logic and increase your hz rate so that you are checking all objects with a finer resolution.
I actually do like the idea of checking further-moving objects with more detail dynamically, though.
Another solution is to use fixed rate timing logic and increase your hz rate so that you are checking all objects with a finer resolution.
I actually do like the idea of checking further-moving objects with more detail dynamically, though.