Documentation updated There are probably more errors and omissions at places, I'm not very good at documentation I'm afraid.Kjell wrote:You're right, should be Translate instead of Transform ~K
About collisions styles: From the beginning ZGE was mostly used for making simple 2d games then I've added additional kinds of collisions as the projects became more advanced. Mesh and 3d obb collisions are difficult to implement so I have been reluctant to add them until absolutely necessary. ZGEs collision model is very simple, if you need more advanced you could look at ZGE integration with Bullet3d physics.