Here is a sample I had help with a while back and here is
a pretty good explanation I got.
http://www.blitzbasic.com/codearcs/codearcs.php?code=944
;1. Since you scaled the cube by 6 (the cube was originally from -1 To 1
;on it's Local axis) the -6's are the start position of the collision
;box (since 0,0,0 is the exact centre of the cube, in it's Local axis of
; course)...
;Not sure If I have explained that clearly enough - but essentially the
;midpoint of the cube is 0,0,0 - using EntityBox you have To specify the
; start point of the collision box (ie. one corner) And tell it the size.
; In this Case the New scaled up corner is now -6,-6,-6 And the New size
;is 12,12,12. It's much easier To grasp this If you draw it on paper - in
;effect it means that your collision box can be anywhere relative To
;your actual geometry.
;2. The collision normal will always be of length 1. Now, since my
; was moving by 0.2 units Each frame I just scaled down this
;length To make an arbitrary but reasonable effect of pushing the boxes
;at half the speed of the player - ie. 1/10 = 0.1 - this gives the effect
;that the boxes have friction against the Floor.
;In your instance you are moving the character by 0.25 units Each
;frame - therefore If you divide the collision normal values by 4 you
; will be moving the boxes at the exact speed of the player (1/4 = 0.25).
a pretty good explanation I got.
http://www.blitzbasic.com/codearcs/codearcs.php?code=944
;1. Since you scaled the cube by 6 (the cube was originally from -1 To 1
;on it's Local axis) the -6's are the start position of the collision
;box (since 0,0,0 is the exact centre of the cube, in it's Local axis of
; course)...
;Not sure If I have explained that clearly enough - but essentially the
;midpoint of the cube is 0,0,0 - using EntityBox you have To specify the
; start point of the collision box (ie. one corner) And tell it the size.
; In this Case the New scaled up corner is now -6,-6,-6 And the New size
;is 12,12,12. It's much easier To grasp this If you draw it on paper - in
;effect it means that your collision box can be anywhere relative To
;your actual geometry.
;2. The collision normal will always be of length 1. Now, since my
; was moving by 0.2 units Each frame I just scaled down this
;length To make an arbitrary but reasonable effect of pushing the boxes
;at half the speed of the player - ie. 1/10 = 0.1 - this gives the effect
;that the boxes have friction against the Floor.
;In your instance you are moving the character by 0.25 units Each
;frame - therefore If you divide the collision normal values by 4 you
; will be moving the boxes at the exact speed of the player (1/4 = 0.25).