i was using the method space.BroadPhase.GetEntities(frustrum, ent); to perform some culling for my engine and i have some problems
Does it uses some kind of spacial organization to make the search faster ? (iam asking this because i dont know if worth putting my scene into a Octree(or something else) just for culling, if bepu engine does it for me, why should i done twice ?! ) This method was build for that purpose (culling), or can be used for that without hurt the performance ??
The problem is that i need some kind of scene organization principally for terrain, but i thing that the physic engine uses something like this (and i cant access ), if i implement another system that does this, its a waste of processor time ...
Does it find Triangle Meshes ? I made a test and Sometimes (rarely) it does not show. The triangle meshes disappeared for some frames !!! (maybe is my fault ><)
And the last one, Bepu calculates the Bounding Box of Triangles meshes automatically ? (or i need to take all the points and create one manually)
Thanks as always

Thiago Dias Pastor