Yes I see.
One thing you could try, was generating (non-uniform) tetrahedrons to
make up the static mesh you need, using fixed convex ConvexHulls .
Then, assuming you have some BVH or something for your terrain, you
insert and remove the fixed tetrahedrons from the jinngine scene as
your dynamic objects moves around in the world. I never tried
something like that, so I don't really know how it will work out :)
Of course, you could insert the whole world in one go, but jinngine
uses SAP for broadphase detection, and that is mostly efficient for
small-medium scale number of objects. For large scale, you need some
form of BVH i would say.
But i'll keep the trimesh thing in mind, and let you know when I'll
give it a go.
btw, I recommend checking out the "geometry_rework" branch, if you
plan to try the mentioned approach.
Let me know how you progress
-mo