I’m working on a terrain engine that procedurally generates meshes as the player moves around. I want to add collision detection to these meshes. How should I go about that? These meshes aren’t simple height maps, they include geometry such as overhands, ceilings, cliffs, caves, etc.
Update; I found StaticColliderComponent and ConvexHullColliderShape, but from what I can gather ConvexHullColliderShape doesn’t actually make a collision mesh that matches the original shape, it creates a simplified convex volume containing all the points. Is this correct? If so, is there some way to turn an arbitrary mesh into an accurate physics mesh? I need the mesh to retain its concavity, or some other solution entirely. I realize this could pose performance problems but I may be able to work around that regardless.
Looking into BulletSharp I found btBvhTriangleMeshShape. This sounds like the type I’d need. Does Xenko support this, or could it?