I did some research on object visibility that used bounding sphere volumes to test if an object was in the view frustum or not (in my old reverse engineering references thread). I believe collision testing may do something like this, maybe with bounding boxes instead. As far as updating objects, I would also do a collision test with the bsp geometry to make sure an object isn't partially inside/under, which may be causing the warping or physics problems (depending on when you are updating positions). There is bounding information in each object structure you should check out, I think it is undocumented in OS. I can't remember the offsets since all my work was deleted. Refer to the object tags which has the bounding info also. (Centre & radius??)
Bookmarks