My boss gave me this source code and let me add rigid body physics simulate support. Basically this source code simulates a large scene with a lot of buildings and traffic in it. I've checked the collision part of the code, it simply uses a bounding box to check for collisions, so here are my questions:
the scene is large, which is more than 500 buildings,if I want to add rigid body physics,do I have to add each bounding box to ode static object? so new object such as a box so it can interact with buildings?
add 500 bounding box to ode,what about the speed? or should I use some tricks to do it?
What if I want to keep old collision stuff such as the car do a ray test to building and keep that result? If I can, this building is also added to ode, would it be unnecessary?because the collision box is already in ode,or should I use ode ray test instead of internal ray check? I mean the question basically is what is the efficient way to work with both of collision stuff?