05-17-2014, 04:40 AM
Is there anything else besides entity collision checking that you need the bounding boxes for?
If not, you might want to consider the inverse approach - tell the block handler "I have this entity bounding box and want to move it this long in this direction, are you in the way?" And the blockhandler will reply "no, go ahead" or "no, you can go only this far before hitting my ZP face".
That way, there's no bbox allocation needed at all and you get proper collision checking, too.
If not, you might want to consider the inverse approach - tell the block handler "I have this entity bounding box and want to move it this long in this direction, are you in the way?" And the blockhandler will reply "no, go ahead" or "no, you can go only this far before hitting my ZP face".
That way, there's no bbox allocation needed at all and you get proper collision checking, too.