Original Post
I switched from openGL to XNA and i think it is really awesome, but i stuck on collision detection. I know that I can use built in BoundingSphere or BoundingBox ( I am not sure but i think it's OBB). But since I want to play with car games (not necessary extremely physicaly correct) i want to have better collision detection. In openGL I did collision with terain by modification of class that reads model from .3ds, but there I assumed that I will have perfect "chessboard" from top view, i divided the squares until i find the one with my model, find which triangle to test and then get height from plane equation It worked like a charm, but here I don't have a cluee how to reimplement it with xna classes And I would like to go step further and do better collision detection How can I get the triangle data from Model class? Or maybe someone knows how (i don't need the code, only basic idea, I catch on quickly ) or where I can find mesh volume collision explanation (like with proxy model)? Thank You in advance