Current use case is dynamic level objects such as destruction debris. E.g. if I blow up a rock, I instantiate little fracture meshes, let Havok do its thing, and after some time I add the then resting fractures to an SPS like so
this.sps.addShape(debrisMeshes[i], 1); this.sps.buildMesh(); this.sps.setParticles();
Is the SPS already the best choice? In the source code, I think, the expansive part is when you call setParticles(). But as long as the SPS is not pickable and is not called the first time, it takes a shortcut via VertexBuffer.updateDirectly. But there I lost it: it ends up making a _gl.bufferSubData call. What does that mean in terms of performance?
Ofc, if there is anything better than the SPS, I will take that instead