Quote: "Yeah, that's the main problem - deciding wether to make it more accurate or faster. "
That's the truth. I strove for pinpoint accuracy in all occasions without hurting the performance. I have a level... it was released with the 2.00 package and as a secondary example for the current release in the commercial package (once somebody buys it).
If you wouldn't mind, I'd like to see both of you're collision codes tested against it. It has some very interesting geometry, that really tests the limits of your collision accuracy. Be sure to increase your sphere radius/height too (to make it harder to get around). There are stairs, very sharp points coming from the wall, and wedge shaped corners.
lol, I'll make a package with our latest demo version so you can test it and see what I'm talking about. It'll make for good accuracy competition
I'll post it in this spot once I get it ready...
EDIT:
Okay, here it is:
http://www.nuclearglory.com/developer/NGColl/friendly_test.zip (202k)
Let me know if you have any trouble with it.
Also, BE SURE to increase the speed of the camera. Make it go as fast as you possibly want and try to escape from either of the rooms.
Do either of your systems have limits on speed?
In the demo above, be sure to wedge the camera in all sorts of tight spots (even at high speed). In short, try to screw it up.
Full DBP source code is included. If you experience jitters anyplace just increase the "concave mode" at the top of the source. You can also set the size of the ellipsoid there.
Don't forget to ride the camera along the stairs in the demo too!
Some friendly competition never hurt eh?
P.S. This uses the DEMO VERSION of the current DLL release. A notice is placed on screen during gameplay. Make sure to read everything on screen!