I'm working on a 2D simulator for an alife project called Darwinbots. My idea predates reading the CA paper, but the two are similar so I'd like to run with it here.
Instead of calculating progressive conservative advancement steps and integrating the entire simulation, every body computes it's exact time of collision whenever it doesn't know its next time of collision. When the time of collision arrives, we solve the resulting island (that's the proper term, right?) and then find the next exact time of impact for each body in the island. This way a collision in one part of the simulation does not affect the bodies in another part (ie: we don't have to integrate the entire simulation when we find the TOI).
I've gotten this more or less working with a simple points vs. static AABB simulation which uses only constant acceleration terms (ie: gravity). I resolve the collision equation down to a quadratic polynomial and solve for the first positive odd root (even roots indicating glancing collisions, which aren't useful). So I think the concept is sound. Basically I avoided any numeric integration and used the actual analytical solutions for motion, and then root find using quadratic, cubic, or even quartic methods for polynomials.
My initial thinking was that I would build up an exact analytical equation for the motion of each body in my sim, and then build a quadratic (or higher) spline against it to approximate the motion, and then use the splines for root finding. However, finding an exact analytical equation when you include things like a spring mesh is just way too hard, meaning my present method doesn't scale very well. Not to mention issues with the decidedly non-polynomial rotational terms.
All of which means I probably need to delve in to numerical integrators and root finders (especially since something like a spring mesh is just too unwieldy to solve analytically). So what I'll end up doing is pretty close to doing conservative advancement on bodies in that I use a numerical root finding method. However I can use any step size and even over-shoot the root so long as I arrive at the first positive, odd root.
Now, it seems to me to be a bit backwards to take my acceleration terms for both colliding bodies, numerically integrate an approximation for position and velocity at various time steps, and use those for numerical root finding (ala most popular numerical root finding methods). Plus I know I'm only interested in the first positive, odd root (or none if there isn't a positive odd root), so maybe that will help me in some way (ie: discard any even roots somehow).
Are there any numerical root finding methods that work primarily from the second derivative? Or maybe I can build my own? I used to have a numerical analysis text book from my college course, but it was lost when I moved. I seem to remember something involving second derivatives, but I can't remember what it was called or how it worked. We also at some point went over how to build a numerical integrator, but I don't think I did very well in that section

Oh, and has this been done before? Is it called something? I've only read a handful of physics simulation papers, so for all I know I'm reinventing the wheel.