Crashing cars and improving hover detection
Summary
The article describes a hover-detection problem caused by discrete pointer sampling (tunneling) and draws a parallel to game physics. It proposes a slab-based method to test a pointer's path between frames, calculating line-rectangle intersections to reliably trigger hover, and outlines an implementation using Motion with previous/current pointer positions, element measurements, and a frame Read loop. It also discusses performance trade-offs and potential enhancements.