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How a whole level is handled in collision detection/physics engines?

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Hey all!

I've started to play around with a physics engine and as my level gets bigger and bigger my fps drops significantly due to the lots of collision objects added to the physics engine. This library I use have broadphase and nearphase detection. My conclusion is that I register too much collision objects.

How do game developers handle huge maps and open worlds in physics engine? They add and remove collision objects as the player moves around? Is there a technique for this? What is it called?


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