Aah okay nice.
I was not aware of this.
I don’t have a problem per say I was just wondering how would one skip the physics updates and check from happening and just push some more performance.
My trees, rocks, bushes, etc are static bodies.
My first suggestion is to merge all the static bodies into a single static body. I’ve done this in my closed-source project.
The first step in physics simulation (broadphase collision detection) identifies object pairs that could intersect. The CPU cost grows roughly as the square of the number objects. If half your objects are static bodies, then merging them should reduce the cost of broadphase by almost 4x.
In the general case, merging can be accomplished by creating a CompoundCollisionShape for the merged body. But if the shapes are all MeshCollisionShape, then I’d merge the meshes and generate a single MeshCollisionShape from the merged mesh.