Pixel-perfect collision and subpixel movement in LÖVE: fixing the jitter bump.lua leaves behind
Tackles the bug every bump.lua user hits second week: at low speeds the player visibly jitters by 1px against walls, and at high speeds tunnels through thin platforms. Unique angle: separates the two root causes — bump operates on integer cell math but love.physics-free games push float positions, and bump's slide response can't predict sub-frame penetration. Reader gets two patches: a fixed-timestep accumulator using love.timer.step() that nails 60Hz physics regardless of render rate, plus a swept-AABB pre-check that splits the frame's movement into substeps when |velocity| > tile_size/2. Includes a benchmark table showing tunneling rates at 240/480/960 px-per-second before vs after.