I've not delved into the collision commands much. I've had to roll my own collisions a couple of times now, and it looks as though I'm gonna have to do it for both my new projects too. Sigh.
However, as I understood it, the collision ellipsoid doesn't rotate with your mesh, so even if there was a z radius, it wouldn't help you with a spaceship.
It's difficult give good advice without good information. I don't know anything about your project ( maybe I just don't keep an eye on these things. )
Nuclear Glory's collision DLL offers quite a few advantages over Blitz collisions. Tokamak has improved collions, but that may be more than you need. Multiple collision entities, as Joe suggests, is a good one too.
BTW You do realise that MeshesIntersect() would be a lot faster if you used invisible proxy collision meshes with much lower polycounts, right? I don't know how much faster, but I know I managed to use it quite extensively in an asteroids game I wrote when first learning Blitz.
However, as I understood it, the collision ellipsoid doesn't rotate with your mesh, so even if there was a z radius, it wouldn't help you with a spaceship.
It's difficult give good advice without good information. I don't know anything about your project ( maybe I just don't keep an eye on these things. )
Nuclear Glory's collision DLL offers quite a few advantages over Blitz collisions. Tokamak has improved collions, but that may be more than you need. Multiple collision entities, as Joe suggests, is a good one too.
BTW You do realise that MeshesIntersect() would be a lot faster if you used invisible proxy collision meshes with much lower polycounts, right? I don't know how much faster, but I know I managed to use it quite extensively in an asteroids game I wrote when first learning Blitz.