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Collision detection between two general hexahedrons
Right now I do collision detection by finding the min and max and doing bounding box check. Unfortunately, my player cube rotates with the camera and this makes for some annoying results when the player is at a 45 degree angle. The constraints are that each cube is axis alligned and has 8 verticies, but the player one might be rotated (basically I do sin, cos, to each vertex and rotate about the cube's center. Given this, how can I do accurate collision detection since my player is rotated?
Thanks