Yeah like what metlslime said.
setup a mins to be 99999999 (or some ridiculous number to make sure everything is caught)
maxs to be -99999999
if (vert[0] < mins[0]) mins[0] = vert[0];
same for y and z etc... you get the idea
It's like starting off with an inverted box, then pushing it out every time you have a vertex that requires it to grow.
The result should be a bbox for 'worldspawn'
