advice on bounds checking

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I want to be able to detect when a ball is sitting on one of the cubes in the grid. Those walls around there are for collision, but even though the ball doesn't actually move the position still gets changed. I'm assuming that it gets corrected when updateworld is called, as it's thus called before flip you don't see it move, but the numbers say it moved.

I suppose I could call ManageCollisions after updateworld? (this is not blitz collisions but ones that will deal specifically with the game)

I've done just that and appearently that works... so fn_ManageCollisions (user defined collision system for game) is now being called after updateworld

Thanks!