Advanced Collision Detection Techniques 1  The Big Picture 
This article assumes a basic understanding of the geometry and math involved in collision detection, and covers some advanced collision detection techniques.

Advanced Collision Detection Techniques 2  Portal Engines and ObjectObject Collisions 
Portalbased engines divide a scene or world into smaller convex polyhedral sections. Convex polyhedra are wellsuited for the graphics pipeline because they eliminate overdraw. Unfortunately, for the purpose of collision detection, convex polyhedra present us with some difficulties.

Advanced Collision Detection Techniques 3  Detecting Collisions Using Hierarchy Trees 
Now, let’s assume that we have either our OBB or AABB trees. How do we actually perform collision detection? We’ll take two trees and check whether two initial boxes overlap. If they do, they might intersect, and we’ll have to recursively process them further (recursive descent).

BSP Tree FAQ 
The purpose of this document is to provide answers to Frequently Asked Questions about Binary Space Partitioning (BSP) Trees.

Collision Detection: Vertexintriangle check 
"The last tutorial thought you how to check if a ray intersect with a plane and what's the distance to that plane (as long as there is any intersection). Since we only use triangles (which aren't inifinite), we need to check if that ray intersects also with a triangle that is ON the plane..."

Collision Detection 
I've attempted here to write a tutorial that anyone with a basic understanding of 3D concepts and linear algebra should be able to pick up on quickly. If you're already familiar with collision detection, there's no real reason to read further.

Collision Detection Tutorial  Part 1: Sphere/Plane intersection 
This tutorial is meant to be as simple as possible, therefore you can't really do something useful with it. The idea is not to let the sphere (player) get too close to the plane (wall).

Collision Detection Tutorial  Part 2: Ray/Plane Intersection 
Amir has posted part 2 of his collision detection series. This tutorial is about Ray/Plane intersection (which is quite important). The goal of this tutorial is to create a function that will calculate the distance between a ray and a plane. Don't forget to check out Part 1: Sphere/Plane Intersection.
