A composite shape made up of 1000+ box shapes, or a triangle mesh shape made up of 6000+ verts?
Or, even better, what would be the best way to do a broadphase check of said 1000+ boxShapes to return the closest 64 or so to a given boundingSphere?
I don't need specific contact points, just the positions of the closest 64 boxes in a soup of thousands. I was trying to adapt the frustrum culling example and also implement my own Octree that would have BoxShapes as it's leaf nodes but I'm failing miserably.
Any advice is most welcome!