
To enable collision on an extremely massive terrain (several million square miles), and since btHeightFieldTerrainShape won't work, I'm going to implement a custom btConcaveShape.
I have a performance question:
- For a world this large, would it help long ray tests if I separated the world into a few hundred chunks of MyConcaveShape (not the actual class name of course) objects with their own AABB's, or would this just "pollute the broadphase"?
I ask this because I'm worried that a long diagonal (non-axis-aligned) ray will create a massive bounding box which obviously would kill performance if used to query triangles.