What you've got is 2 moving bodies you are checking for collision. Blitz can't handle this 'out of the box' so you need to do it yourself. Simplest way to do this is a fudge-
update player position, collision detection stops him moving thru ship (call players new position *A*)
updateworld()
(now to move the ship........)
move player in opposite direction to required ship movement. Blitz collisions will stop him falling through.
updateworld()
measure vector V moved by player and reset his position
to *A*
move ship in direction -V
main Updateworld()
I've probably made a pigs ear of explaining this, but you can probably find code examples if you look around. Basic idea is you are recreating the same relative movements of the 2 bodies you want to check for collision, but always moving the object that has sphere collision.
update player position, collision detection stops him moving thru ship (call players new position *A*)
updateworld()
(now to move the ship........)
move player in opposite direction to required ship movement. Blitz collisions will stop him falling through.
updateworld()
measure vector V moved by player and reset his position
to *A*
move ship in direction -V
main Updateworld()
I've probably made a pigs ear of explaining this, but you can probably find code examples if you look around. Basic idea is you are recreating the same relative movements of the 2 bodies you want to check for collision, but always moving the object that has sphere collision.