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yeah, I know
but is this the way Irrlicht handles its internal collision detection? is it a good way? then I can just check the outer triangles of the meshes.
You shall firstly test if the AABBs of the Objects itnersects each other. Then you can go into more detail and check if there is a intersection on triangle-level. That would be much faster then as your code now
Further you can implement a Hierarchical AABB tree and you could sort your Object-AABBs into a Quadtree like structure.. but there are many docs in the Internet you can read about this topics, so i won't talk anymore about this..