Did any of you used Bullet in huge game maps?
I'd say loading all the 100.000 objects and feeding them into the physics engine is not an option.
First I'd go for dynamicaly load/add collision shapes within a certain radius of the player and remove them when they are out of "interest".
So the question is;
How rapid modification (add/remove) of the physics world affects the performance, and what about memory fragmentation?
Is it advised to implement some self made memory manager for this, or does the bullet handle it fine?
Also btBvhTriangleMeshShape takes some time to build the hierarchy, so serialize or not to serialize??
thanks for any help
Edited by bmarci, 16 January 2014 - 08:20 AM.