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The smallest box shape that fully encloses a 3D mesh. They are usually used for things like broad phase culling, a technique to do an initial coarse check for which parts of a 3D scene to include for rendering or collision detection.

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What's the reason behind collision-boxes?

Calculating collisions by using the geometry of the game-model can be really costly in terms of CPU usage (performance). Even more so when you're dealing with detailed polygon models. To speed calcul …
bummzack's user avatar
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