MiniB3D Sphere collision example

BlitzMax Forums/BlitzMax Programming/MiniB3D Sphere collision example

Havent tested this yet but you are using the following calculation for the distance:

Local dist:Float = relx * relx + rely * rely + relz * relz


If I remember geometry well enough, you should take 3th root of that.
Since you compare it to the 2nd power of minDist, you actually took the 2nd root.


EDIT: Nope, on second read, I misread his code. You're right.