Originally Posted By: Redeemer
Quake uses Axis Aligned Bounding Boxes (AABBs) to represent game objects in the collision engine. Basically, all objects are treated as cubes that do not rotate with the model, but instead stay oriented with the world axis.
Ah, this explains a lot.

Originally Posted By: Redeemer
My advice: write your own robust collision system with the aid of the Gamestudio functions...
If I were to do this, where would I start? How would I set it up so that a whole game can use it with flexibility?