Physics engines use their own collision meshes and methods, which is why you have to register physics objects first - as a result physics objects ignore regular OBB entities. You can even visualize what's happen inside and with physX and their collision meshes when you register as an nvidia developer and download some SDKs.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

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