Performance problem & triangle collision (again...)

The method can be optimized, houses are boxes and people are cylinders. You can thus use OrientedBoundingBox and BoundingCapsule for your bounding volumes and have optimized collision and almost no visible artifacts.

is it possible to make findcollisions check the collisions between a mesh and a bounding volume? i think that might help already. doing a per triangle check on both sides isn't necessary