This technique is used in MythicAI to make it possible to have different hitpoints (arms, leg, head, shoulders, etc.)
You can use it to simplify the collision detection if your model has a high poly count.
It is up to you to use this idea, but computers have more horsepower than anno 1997. The question is if it is still required to go this way of optimization...
Think about early 3d games. They had to store sin/cos data in tables to speed up the game. This is not needed any more and it was not accurate...
-- slacer