I'm not exactly proficient with 3D collisions. 2D is fine, but 3D volumes are, needess to say, quite a bit different. I've been reading around the interwebs on 3D collision, and all seem to say the same thing: "Using bounding spheres..." The thing is, for my experimental FPS, bounding spheres can be too inaccurate: Players could be frustrated when they die when a bullet whizzes just in front of their face, or a clear hit travels straight through their target without ever touching the bounding box. My question is, how can I get accurate collision detection without sacrificing speed or accuracy?
(An article would be great, too)
Edited by MisterFuzzy, 10 February 2013 - 08:45 PM.