@lordzero:
Your demo does not work properly. When I move the right box so that it is behind the left box and then move "down", the box collides before it really hits the other box.


@Eric:
It is much faster if you attach a few invisible collision boxes to the models than testing Mesh2Mesh collision.

For example, if you have an airplane-like model you can easily use two boxes which are overlapping like a cross. This is much more accurate than a bounding box or sphere and is nearly as fast as bounding box-collisions. Think about it. You can "build" nearly every shape out of such simple constructs and use this for collisionchecks.