no, increasing the number of newton updates isn't the only way to prevent tunneling (fast/small bodies missing collisions). newton supports a continuous collision mode which can be enabled for bodies! you can read about it in the newton documentation.

currently the example doesn't use time slicing and it also isn't really necessary. it works correctly as it is. time slicing can be used if you would like to have the physics updates more balanced and more independent of the frame rate for some reason. there are examples of how to do time slicing correctly on the newton forum.



ent_getmesh() works for level geometry too with a7. just pass NULL instead of an entity pointer and loop through all level meshes. but this only works for ABT levels and not for old BSP levels.

another way which also would work with BSP levels is to export the level geometry as mdl from WED and load that model just for using it as collision geometry.