Thoughts on AS Hit Testing

I was playing McGiver’s Footer, and noticed something that I had noticed before, elsewhere, but that I never really thought about:

When making games in flash, you usually put some type of HitTest code when Object A Touches Obejct B.

And if you have an object moving, you generally say to move “_x+VarToMoveBy”
Or whatever.
And the Higher: “VarToMoveBy” is, the faster the object moves, basically the bigger the steps.
But the problem is, if the step is too big, it might step over the object your trying to hit-test, or go much further than it should before registering a hitTest.
IN the footer, I noticed that if you fire a missle at high speed, it will sometimes leave part of the wall closest to you, before making a hole, looking like the bullet ‘missed’ the first part of the wall, and then blew up the inside… I hope I make some kind of sense…
so I was thinking… what if, instead of having the moving object determine the hit-test, why not make a ‘tracer’ object, or line…
So that, if I’m firing a bullet, and it’s going to go up, and come back down in an arch, and hit a wall and explode, I could have the computer draw an imaginary/invisible line in the path the object is going to take, and then find out where the bullet is going to hit, then have the bullet follow the path, and perform the correct animation.

It may not make a big deal here, and in some games, perhaps it won’t work properly, without a few modifications, but does anyone have any other thoughts/ideas to add to this? Is it feasable? Worthwhile? Or am I just thinking too hard again?
:red: <- Brain Overheating… :wink: