AC/GTA like game - many static and dynamic objects.
BSP seems like the obvious choice. The main drawback is the cost of updating the tree in case I have a lot of dynamic objects.
One solution I have, it to manage the dynamic objects using a different data structure. Since for every object I have a zone in which it can move, I was thinking BVH-like structure, where I use the zone as the bounding-rect.This solves the problem of having to dynamically update the data structure, while still allowing efficient culling and collision-detection of the dynamic objects. This only works if the zones are not big enough, so not a scalable solution.
Ideas will be appreciated.