   point vs. rect
  I'm trying to check collisions between points and rectangles where the velocity is too high to just check the position of the point at every update, so I subdivided my movement vector and looped through every point on the line and checked for collisions that way, it works fine to detect collisions this way but the response (point sliding on the rectangle) was way too slow.I know there's something called sweep tests but that's only a last resort at the moment because that would make me have to do some rewriting.CVector vDiff = vP2 - vP1;CVector vPos, vCollision;for (float t = 0.0f; t <= 1.0f; t += 0.05f) {vPos = vP1 + vDiff * t;vCollision = Collides(&vP1, &vPos);   // returns a point slid on the plane (part of vector behind the plane, projected onto it)if (vCollision != vPos)  // is there a collision?return vCollision;  // final movement vector}Here's how that code works:    Best detection  Worst detection (fly through things)    Incorrect response (stuck)Correct response (slide the correct amount)dt  0.0 ---------------------------------------- 0.5 ---------------------------------------- 1.0
  And your question is...?An intersection test between a segment and a rectangle shouldn't be all that difficult to implement. With your current implementation you will still have cases where it will fail, if the trajectory of the point only hits a corner of the rectangle.;  Why don't justvCollision = Collides(&vP1, &vP2);   It's seem your function return collision point to vCollision anyway.Anyway if you really need to subdivide why don't do it in binary search fashion.   