Assuming you haven't done anything wrong in your code the only thing I can think of is that you may be too far from the origin. Floating point inaccuracy becomes common at large distances from the origin (0,0,0) - simply the nature of how the PC handles single precision floating point numbers. I cannot remember how many significant figures a single precision float can handle but I think it is about 6, or put another way '1 part in 10000' or something.
Alternatively, maybe your mesh has polygons which are reversed, collision detection in blitz, against polygons, is against the front of the polygon unless flag 16 is set using entityfx (same as with rendering them).
How small are your characters/entities in comparison to the world space?
Alternatively, maybe your mesh has polygons which are reversed, collision detection in blitz, against polygons, is against the front of the polygon unless flag 16 is set using entityfx (same as with rendering them).
How small are your characters/entities in comparison to the world space?