(This question is targeted at Cannon.js (by @schteppe), but hopefully answer(s) will be applicable to other engines for the benefit of others not using Cannon.)
It seems like one strategy for building a huge spherical world in a physics engine is to start with 6 heightmaps forming a cube, and then to warp that cube into a sphere (the "cubic sphere" approach, see this explanation).
So that approach looks fine, and I was about to implement it just because it's what everyone else seems to be doing, but I've got a nagging (and very likely naive) question in the back of my head:
Why not just generate a (non-rigidbody) spherical surface and use it in the pre-step of the simulation to provide a reaction force against vertices that fall below that surface? Are there any problems with this approach that make people avoid it and choose the cube sphere approach instead?
Gravity on all objects is allso applied during the pre-step, so it seems like it would just be a matter of checking the object's vertices while I'm at it?
In my particular case the world doesn't need to be high-resolution, and could even be a blocky, minecraft-type world. It also doesn't need any textures or anything like that, if that has some impact on many people choosing the cube sphere approach. Thanks!