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    <p>The problem is with unintended hits rather than missed ones. What you really want to check is if all parts of the ball are covered by some circle, while the check you're doing is if any circle only partially overlaps - but an override if any circle fully covers the ball. </p> <p>I figure for any potential hit point, i.e. closest inner wall of a circle, let that point "walk" along the wall by checking its distance from all other circles. Should it then leave the ball, it was a false hit. </p> <p>First you find the list of circles that touch the ball at all. As before, if any of them cover it, you can skip the rest of the checks. Also find the closest wall point to the ball for the circles. For each of those closest wall points, if it overlaps another circle, move it to the intersection point which is closest to the ball but further away than the current point. Discard it if it's outside the ball. Repeat the procedure for all circles, since more than two may overlap. Also note that the moving of the point may cause it to enter new circles. </p> <p>You could precompute the intersection points and discard any that are a ball radius inside of any other circle.</p> <p>This can surely be improved on, but it's a start, I think. I suspect a bug involving the case when both intersection points of a pair of circles overlap the ball, but a walk chain leads one of them outside the ball. Perhaps the initial collision points should be replaced only by both intersection points, not the closest. </p>
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