This scene contains two rigid body objects. The objects's physics collision data are each assembled out of 4 boxes, two cylinders, and two convex hulls. (Convex hulls are about as close to pixel-perfect as you can get.).
The front of the ship should really be a convex hull, but I was too lazy to redo that model (even though it would only take a minute :D). The original model was done for a more basic, far-off perspective simulation, so perfection didn't matter.
So, real-time physics (in any language, actually) are still carried out using Primitives, but they are all cleverly assembled into one object to make a rather complex physics object. Of course, you will have to come up with positions of the primitives on your own. (Which, of course, is where my editor, and others like it but not as fantastically amazing, comes in ;) )
The front of the ship should really be a convex hull, but I was too lazy to redo that model (even though it would only take a minute :D). The original model was done for a more basic, far-off perspective simulation, so perfection didn't matter.
So, real-time physics (in any language, actually) are still carried out using Primitives, but they are all cleverly assembled into one object to make a rather complex physics object. Of course, you will have to come up with positions of the primitives on your own. (Which, of course, is where my editor, and others like it but not as fantastically amazing, comes in ;) )