   Now it works!
  Hello!'Improved Collision detection and Response' by Kasper Fauerby works (now) perfect!I just put in one more bool in collisiontest to remember the first collision so not gravity collision if it fails put collision to false in my main.And the value 'const float unitsPerMeter = 1000.0f;'?????? Why not 100.0f.My latest question on this forum....(hmmm). Seems that nobody else have implemented this algoritm before???Ok I have some months to test and test changes and it is very complicate to debug this algoritm!Mesh class (static meshes!) have implemented triangle test and slide and collisiontest functions.Have optimize only terrain who is easy to fix (only z-coordinate with 1 + 2 near trianglerows). Every other mesh render very fast so maybe I don't optimize them!Is there any easy way to optimize meshes I would be very glad to hear? Have also boundingsphere check to solve:collisiontest only terrain or only one mesh or mesh and terrain (if terrain coming up in your house).(+)=animated mesh 3 third person (visible all time long)31500 (+ 5400) indices and 9250 + (909) vertices render with 65 fps in debug.75 fps (max) always in release. I have not implemented smart texture formats yet. Maybe the application then slows down i don't know.Radeon 9600 AGP, 128 MB on a XP, AMD Athlon 2600+ 1,92 GHz and 1G RAM.My simple engine is built on Custom UI Microsofts DXUT samples.Thank you Kasper Fauerby for your algoritm!!!/LJ   