There are known bugs in Genesis3D (both 1.0 and 1.1) geWorld_ModelCollision which causes it to sometimes ignore collisions with actors, and return
inconsistent results. Collectively, these bugs comprise what has been called the "model collision problem".
The original Genesis3D team indicated that the geWorld_ModelCollision API call was abandoned (or at least unsupported), and that the only working way to test for collisions during world model animation was to generate an axially aligned bounding box of the world model and then use geWorld_Collision. This was an ugly hack into which many developers were forced.
With the fixes I have provided, geWorld_ModelCollision is completely useable and has return results consistent with geWorld_Collision.
Using geWorld_ModelCollision for collision detection is FAR better than using axially aligned bounding boxes for world models. It is not much more CPU intensive than using geWorld_Collision, unless the geometry of your world model is very complex. It is an ABSOLUTE MUST if your world model rotates or is not a rectangular prism.
For more information on the Genesis3D open source engine, visit: