In Chapter 8 we discussed the relation between object representation and collision detection. We strive to make our game-world objects as independent from their graphical representation as possible. Instead we'd like to define them in terms of their bounding shape, position, and orientation. Position and orientation are not much of a problem: we can express the former as a Vector3 and the later as the rotation around the x-, y- and z-axes (minding the potential gimbal lock problem mentioned in the last chapter. Let's take a look at bounding shapes.
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