I've finally gotten the bulk of the collision system complete. It took a while as i was trying to tweak it to be as efficient as possible (collisions quickly slow the system down without a proper culling phase due to the quadratic nature of testing every object with every object)
I used a 3D spatial partitioning scheme, similar to the 2D system construct uses, also using AABBs and spheres for the broad phase. Right now the system supports 3 collision primitives: bounding spheres, Axis aligned bounding boxes, and Oriented bound boxes. For now this is all there will be but i plan to add capsules, rays, points, and eventually if possible cylinders, ellipses, and cones, but these extra primitives probably wont be in the next update.
I'm now working on automated texture loading and a system for handling textures on objects using the animation system. I'm planning to make it so you'll be able to simply do everything in the image editor, and control the textures like you do sprite animations/frames.
After this i should have something which can be released, but there'll be future mini updates to extend the functionality. What took so much time for this update was that i had to completely reverse engineer and re-purpose construct code for collisions, which was a much bigger undertaking than i anticipated.
I've tried to make the object based plugin in the update as user friendly and efficient as possible. However, the SDK is pretty limited when it comes to the stuff i can do with the edit-time which is unfortunate. I wish Ashley would add more features to the edittime so that plugin devs could make little windows to set properties, because right now there are about 30 properties that are just stacked one above the other in a large list, other than this tho i'd like to think the plugin is straight forward to use.
It'll still be a while till it's out but this is my progress thus far.