Collision detection on large meshes

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maybe you could use an invisble mini-terrain (btw are you taling about terrain or mesh?) that is recreated frequently, whenever the player reaches a new mini-cluster. The miniterrain has the same shape as the big terrain, only its only a few meters big, enough to cover the ground the player is walkng on. If this is a blitz terrain, it may be easy to implement it, simply determin the terrainX and Z of the position. Tho not sure if this will be slow, but when you do it not every loop, but only when the player reaches a new cluster (maybe something 3*3 based) then it could be useful.

Of course, this way you would only do collision checks with the mini terrain, that is alphaed to zero.