I'm writing the server-side part of a MMORPG and need to solve collision detection and the requirements are very high. All collision detection is to be handled by the server, not by the client. What this means is that the collision detection algorithm must be extremly fast and efficient. I have thought of an octree approach which would contain all the vertices/faces/polygons of all the static geometry (simplified models) and terrain and then perform collision detection on a small group of polygons. However I'm not that much of a 3D game developer so I'm lacking the required math knowledge. The system should handle 8000-16000 queries per second (~4-5k players, ~200k moving objects, ~2000k static objects) at the very least without causing much lag. What would you propose?