I am currently in the process of integratingHavok physics into my game and so far so good. I am at the point now where I must start designing my landscapes and environment and have run into a snag. My game is going to take place in a city type environment and I will be creating an editor that will add streets, buildings, and other city type objects into the world. I am tooling around with the idea that my city streets will be created by placing instances of the streets into the world and connecting them together. Items to be modeled and placed are things like Streets, Corners, T-Intersections, and 4-way intersections along with other types of objects. After the level is created, I was going tocompile all of mycity entities into an hkpMoppBvTreeShape for use in the actual game.
My questions:
In order to export my shape for these objects from my editing tool, do I export the objects as a rigid body?
Is there a better way of doing it for more optimal performance?
Thanks for any help or suggestions on this.


