I've implemented Minkowski subtraction to test whether (and where) two AABBs collide, independent of framerate/time-step, in my Minecraft-like game.
But since there may be tens of thousands of voxels, I'm realizing I can't just test everyone of them. Is there an alternative to just scanning for nearby voxels? I worry that if I just do collision for voxels within a fixed range, then I've undone the framerate independence that I had sought.