Original Post
Hi,
I''m using the ODE (Open Dynamics Engine) to simulate physics in an outdoor environment. Using the tricollider addition, I include collision against the triangulated landscape. To render the landscape I separate it in 33x33 tiles. But how do I realize the landscape for physics, either creating one big Geom Object with all of the landscapes triangle included, or using the patch method again, thus creating several Geom Objects, each one of them having the geometry of each tile? The latter one seems quicker because with a hash space vast parts of the landscape can be rejected, but the large amount of tiles (>150) speaks against it.
Does anyone have an idea which one is better?