I'd like to use the ISceneCollisionManager function getCollisionPoint(), but I don;'t know what line I should pass to the function. The triangle selector is obviously the one for my track mesh. I cannot simply do collision by bounding box of the track b/c my racer is completely w/in the bounding box of the track. Below is a screenshot:
I know the common suggestion is to use a separate physics engine like Newton and its various wrappers. I've already tried that and didn't have much luck. In particular I tried using IPhysics and the problem there was figuring out how to manually apply forces to move my craft (simple changing position effectively cancels out the collision and my craft falls through the floor). I think part of the issue is also that the engines I've tried are not fully compatible with Irrlicht 1.3.1. I am compiling with Visual Studio 2005 Standard Edition.
Thanks,
Dybs