When I first load my object I calculate the initial AABB with the max and min (x,y,z) points. But this is in object space and the object moves around the world and more impo
To quote a previous response: AABB @ Stackoverflow
"Sadly yes, if your character rotates you need to recalculate your AABB . . .
Skurmedel
The respondent's suggestion, and mine, is to implement oriented bounding boxes once you have AABB working, and also to note you can make aabb's of portions of a mesh to fudge collision detection with greater accuracy than 1 enormous box for each object.