ah crap sorry.
rem run each frame on a moving object to handle simple massless sliding collisions
rem input object to check for collisions, collision push distance
rem larger push yeilds rougher calculations with possibly noticeable unnatural movement
rem smaller push is more accurate but slower
rem recommend just inputting push as about 1/3 the distance the object moves per frame
function collisionpush(obj as integer, push as float )
col = object collision(obj,0)
while (col > 0)
y# = object angle y(obj)
rem change y position to the collider for 3d sliding collision
point object obj, object position x(col), object position y(obj), object position z(col)
move object obj, -push
yrotate object obj, y#
col = object collision(obj,0)
endwhile
endfunction
Its nice if you want very basic sliding collisions against anything else for a guy running around, but you could easily adapt it to push 3dimensionally for objects flying around. It can cause issues occaisionally when colliding with multiple fixed objects at once though. Still the other examples I saw looked unnecessarily complicated and CPU intensive for my purposes.