Today, Torque's way of doing hitboxes suck. I mean, look at this:
http://torque-3d.readthedocs.org/en/lat ... erview.jpg
That's exactly the same way i use to do hitbox on the old Quake 1 engine and QuakeC. You have a big bounding box and you separate that into smaller pieces. Valve's way of doing hitboxes is much more efficient without wasting performance:
http://vignette4.wikia.nocookie.net/csw ... update.png
Where is most of the hitbox detection code in? Is it shoehorned into the player class in C++? Or is it spread over the physics abstractions? How are collision messages passed from client to server?