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Description
first, I hope it is ok that I contact you through the GH issues. Let me know if you want to move the discussion elsewhere.
second, this library is a gem. Absolutely great work!
third, I am using it to make a physics engine and I have some questions about performance.
So my question is, should I merge my level geometry into large chunks? Or are small chunks more performant?
My levels have a lot of face-to-face perfectly overlapping faces, and I'd like to cull them from both the renderer and the physics engine. Should I merge the collid-able surfaces into some very complex polygon?

I had hoped that I could collapse the whole of the collid-able surfaces into one complex polygon, and the inverse (the non-collid-able areas aka open space) into another, and use the former to remove excess geometry/physics elements and use the later to create a navmesh. But before I embark on the endeavor, I would really like to know you opinions. This is all in the name of performance, so keep in mind it's a game.
One more thing, I have found sometimes my physics elements get stuck together, sneak through cracks and otherwise get stuck inside walls. This could well be a problem on my end, I'm not really a math guy, but I thought you should know the state of it. I can point you to the code it you are interested.
Lastly, I have found that, if I disable rendering, I can simulate 3000 bouncing balls before the the update exceeds 1/60th of a second. I plan to use no more than 50 but I still think it's a pretty decent benchmark.