I've been thinking of implementing a bounding volume hierarchy(BVH) system to speed up my tests against high poly collision meshes and soups. So far i think an implementation like what physX does (An AABB Tree) would suffice.
But now i wonder, what are the efficient ways to handle a mesh instance that has been rotated, making the AABB bounds invalid.
One obvious way i can think of, is to only recalculate the AABBs that we're actually testing against (Every frame, Without saving the result). What are the better ways people have figured out?