Blitz Collision issue

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That is odd. I know blitz sphere->poly collisions can get really slow when a large(ish) amount of polies are involved. That doesn't really explain why there's such a large discrepency when going around a bend, though. I suppose collisions are actually occuring a lot more when going around a bend - maybe this has an impact on speed, for some reason?

Are your collision pivots situated at the 4 corner wheels of each carriage, and you're just checking for lateral collisions with the side of the track? If so, I'd suggest having a separate, minimal proxy mesh of the track, and check for collisions with that. As you're only checking for lateral collisions(?), your proxy mesh onviously wouldn't need any polies on the top/bottom. Also, you could probably represent the track sides in the proxy mesh by just using a 'chain' of connected tris, instead of quads.

I actually had to implement this very method myself recently, to overcome a very similar problem, although I was only doing one collision check, each frame. It worked pretty well for me.

P.S. I know collisions were 'tweaked' some time after version 1.87, so it may be worth trying the latest version to see if it makes any difference.