I just came here to report this bug myself. It's a big problem. The collision works just fine if the Y-radius is larger than the X-radius, but not the other way round. Here's my test code:
Graphics3D 800, 600, 0, 2
CreateCamera()
CreateLight()
S = CreateSphere(12)
ScaleMesh S, 2, 1, 2
PositionEntity S, 0, -2, 8
EntityColor S, 0, 255, 0
EntityRadius S, 1, 2
EntityType S, 1
S = CreateSphere(12)
ScaleMesh S, 2, 1, 2
PositionEntity S, 0, 4, 8
EntityColor S, 0, 0, 255
EntityRadius S, 1, 2
EntityType S, 1
Collisions 1, 1, 1, 1
While Not KeyHit(1)
If KeyDown(57) Then MoveEntity S, 0, -0.1, 0
UpdateWorld
RenderWorld
Flip
Wend
End
I think that if this collision isn't going to work in all cases, then it should at least say so in the docs. I'm going to have to use box or polygon collision which is much slower.
|