Isn't there also a trick about doing the collision checking between the calls to UpdateWorld{} and
RenderWorld()? Something to do with catching a collision before a mesh moves through another mesh like in fast flying bullets. Does this also help for checking collision between two moving entities?
thanx
RenderWorld()? Something to do with catching a collision before a mesh moves through another mesh like in fast flying bullets. Does this also help for checking collision between two moving entities?
thanx