I don't think I quite understood what you are trying to accomplish that is distinct from what 90s BSP engines like Unreal 1, Quake 2, and Source were doing?
Are you trying to do convex spatial partitions for 3d pathfinding in the air?
I did an indie VR starfighter game Rogue Stargun (https://roguestargun.com) and quite honestly intermittent navigation raycasts from the enemy ship AI is sufficient for this sort of stuff.
The bullets all run on the main thread on mobile hardware and so does all the AI. It's not optimized and I have yet to witness CPU bottlenecks being the main cause of frame drops.
Your game looks simple enough and is on the PC platform... I suspect you may be optimizing for the wrong thing.
Are you trying to do convex spatial partitions for 3d pathfinding in the air?
I did an indie VR starfighter game Rogue Stargun (https://roguestargun.com) and quite honestly intermittent navigation raycasts from the enemy ship AI is sufficient for this sort of stuff.
The bullets all run on the main thread on mobile hardware and so does all the AI. It's not optimized and I have yet to witness CPU bottlenecks being the main cause of frame drops.
Your game looks simple enough and is on the PC platform... I suspect you may be optimizing for the wrong thing.