It's been a heck of a long time since I've posted but I am really stuck with some math.

Now I have got bullet physics implemented into the engine, but bullet only allows triangle meshes (meshes made up of triangles) to be static; meaning they don't move in the world, rotate or anything, only objects get effected by it, and it doesn't get effected by other forces.

Bullet will allow dynamic (moving objects that get effected by forces) triangle meshes, but only if they are approximated, in other words if the vertices are averaged out and such. This is good for simulated game physics like objects falling and such, but this IS NOT good for ray collision and ray tracing for use in lighting, it is not accurate enough.

Now I've made a ray caster but I cant get ray collision to work in my own code (I can find a point on a plane that is the intersection between two points (a ray), but I cant find if it lies inside a triangle).

I would love if Steve gave some insight on the math he did to calculate ray collision in anim8or, but I know he'd never answer to someone on these forums ):

So I shall ask YOU, yes YOU, the READER of THIS post, is there any alternatives? Any suggestions?

Bullet is &#^*$&# me off and so is physic calculations, and I don't mean to be rude about it but I am not in happy mood with this situation.