Struggling to navigate my way through this problem on my own, my usual Google search skills are coming up short.
In the midst of developing a WebGL game, I have turned to raycasting for collision detection. The creation of levels is done in Clara.io, with scene loading handled by THREE.ObjectLoader(). My current challenge involves breaking down these scenes into smaller segments to streamline raycasting and avoid the need to check every vertex in the level. Rather than manually dividing the level mesh in Clara.io for isolated raycasting, I aim to accomplish this within the game itself.
Does anyone have insights on how to focus raycasting on specific sections of a mesh? Is there a tutorial or example that provides guidance? It's worth noting that I have opted against utilizing heightmaps or physics libraries.
Your assistance is greatly appreciated!