Banks and Tokamak

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Sorry for being dence, but still, how would I know which of those to use. In the code above he is using it for a terrain. So what would I use for say a basic cube?
This one?
Function TOKCOL_bodyA(bank,index)
Return PeekInt(bank,index*104)
End Function
And then for a sphere, I would move up the list or am I just totaly off base?

I guess what I am asking is how do I use those functions and wich functions to use?

I have another question.
While I have your attention, I am working on my first experiment with tokamak. I am just trying to make a flatend cylinder that scoots along a terrain, that will react to the terrain. I am using the terrain and its collision code from the Truck Rally again till I can write my own.
The problem I am having is making an accurate representation of the collision cylinder but there is no way I can be sure if it is correct. So do I have this part right?


diameter#=1.5
height#=diameter#-1.25
x_pos#=0
y_pos#=5
z_pos#=10

Global player_mesh=CreateCylinder(32,True)
ScaleEntity player_mesh,diameter#,height#,diameter#
PositionEntity player_mesh,x_pos#,y_pos#,z_pos# 
EntityColor player_mesh,255,0,0
Global player_RB=TOKRB_Create()
TOKRB_AddCylinder(player_RB,diameter#,height#) ;TOKRB_AddCylinder(RigidBody%,Diameter#,Height#)
TOKRB_SetPosition player_RB,0,5,10
veiwcoll=CreateCylinder(32,True)
EntityAlpha veiwcoll,.25
ScaleEntity veiwcoll,diameter#/2,height#,diameter#/2

PositionEntity veiwcoll,TOKRB_GetX(player_RB),TOKRB_GetY(player_RB),TOKRB_GetZ(player_RB)




Thank you Very much for your time. I will be happy to donate this and many more examples when its done.