JackMK wrote:1) My world consists of several small terrains á 512x512 that are loaded at runtime based on camera position. I want use collision detection and therefore I took a look at NewtonCreateHeightFieldCollision function and it looks to me like the up direction must be Y-axis for the heightfield but in my case I am using the Z-axis. Because of that I´m not sure if I can still use newton heightfield collision primitive. What could I use instead in order to load/unload terrains efficiently while the player is moving?
the constrution of the highfield is the x, y plane yes, but that is no relevan because you cna set the locat matrix of the collision to any oriention you want.
tah alowen you to place teh collsion anywhen and in any orientation.
JackMK wrote:2) What would be the best way to offset the whole world by some distance. The thought is when the player is far way from the origin I want to reposition him and also the world too. I did not found any function for that.
you can can the transformation matrix of any body, at any time. by yo uhave to do it yorself using funtion iterators NetwonGetFirstBody() an dNetwonGetNesgBody()
JackMK wrote:3) What is the advantage of using a scene collision with many compound collisions for all static geometries in a world over many static rigid bodies, one for each geometry? By using one rigid body for each geometry, could it be a problem when a lot of them are in the world?
if you have lot of static mesh, lot of bbuidning lot of terratin patchs, and yo uadd the to teh workd each as a rigid body, tnen many part of eth engien will be activated and do lot of work of those bodies.
if you place then in a scene collision, then the engine will skip lot of work on those bodies, and ti will also save lot of memory.
you can make one scene collision and add everything static, but you can also
make more than one and use then for organizing you world.
For example one for terrains tiles, one for buildings, one for triggers, and so on.
sub shapes in a scene collsion can me added, removed and relocated at will.
basically a scene collsion is line a mini world for static shapes.
if you are new to Netwon and you are in C++, you can try teh CNetwon Class.