When i builded Turtle Isle, the first version used triangle mesh as bounds nearly everywhere .
It was unplayable.
I have done nearly everything to improve the performance and succeeded in it.
What is done.
I removed all the " mesh triangle bounds" for every object in the age,
then I putted each object into an invisible " cube" with hull bounds set.
7 visual regions are made . The mountains are used as visual blockers in such a way that you do not notice the regions to pop up when walking around.
Every object has a little alcsript to difine in which region(s) it should be visible.
The landscape has an organic shape and is the only mesh that still has triangle mesh detection.
I have tried to make a simplified underlaying detection mesh with less triangles.Unfortunately this is not possible, because when you do that the simpler mesh does not fit exactly .
The effect is, that the avatar walks several feet above or beneath the textured mesh.
The only solution was to make a walking path, but then the freedom of movement on Turtle Isle decreases dramaticcally.
That is why the surface still has triangle mesh detection.
The parts under the swimming area's can of course been separated and do without any detection.