Thanks for reply
How many objects do you expect in your universe? How are they distributed?
Planets are loaded centered around (0, 0, 0). They are fairly large (6x4096x4096 vertices without LOD), and I don't expect to be able to load everything on one planet at once (although the collision shapes of various objects can be pre-loaded).
My only concern is with the terrain - with 6x4096x4096 vertices (>100,000,000) it's obvious that I'm going to need to page the data in and out of the collision system (the rendered geometry is paged, obviously). I know very little about collision detection implementations, but I assume you have to do a certain amount of preprocessing before you can add a new collision shape. I was wondering if Bullet provides any methods for adding heightfield-style collision shapes to the scene fairly efficiently.
I'll look into implementing a custom broadphase, although it may not be necessary since not that many objects are going to be loaded at any time.
BTW, I'll eventually research this all myself when I get to that stage, so there's actually no real rush in solving these problems. I just thought I'd post because it'd be nice to know where to begin when I do start work on the physics integration (which won't be too long from now).
I should also mention that I'm completely new to Bullet (I recently decided to switch from PhysX), and haven't used it in any projects at all before. I don't know much about Bullet, but it seems to be very highly regarded by many developers, and I like the look of the API so far - if it works out in our project I think I'll be very happy using it
