PJani wrote:Anyway i was wondering is possible to set infinitive aabb for usermesh so i can use only one body with usermesh for whole world(its easier for me to manage loading and unloading of chunks and other optimization stuff)?
you can do better than that. basically instead of making one static body and one user mesh collision for each collision shape.
make one single static body body with a scene collision and add all the user meshes collision to the scene collision.
then your cpu time will be reduced to about the time that take to process just one body on the broad phase.
the scene collision has interface to adding removing and moving collision shapes, and can contain all other collision shapes as child shapes.
there is not limit as to how many you can add and their performance is independent of the child count for all operations.
The problem you mention is will be fix when I made the persistence broad phase.
That was the method in core 200, and then made the broad phase a component off he engine, I mad eth parallel broadphasewiet the idea to migrate to GPU
and the I decide to postpone eh GPU, and instead I made the scene collision.
However I will make the persistence brophaphase because that one will be useful for large scenes with lot of dymimicc object that ate sleeping.
but for now scene collision do the job.