I thought I'd get a conversation going about ways to tackle this problem seeing as this forum seems to be quite active and helpful.
My game level is made up of a simple uniform grid, there's either a block there or there isn't, super simple. So because the environment is so simple, surely the collision detection can be super simple too. The first thing people try is to just pass the triangle mesh of the level to the physics engine, this works but it's not ideal as the collision mesh needs to be updated constantly when editing the level. The level can be split up into many triangle meshes but I still think we can be much smarter about it.
My thinking is to just work out the collision from the block data array only, why is a triangle collision mesh needed when you can represent the level with a simple array of block values. It would be great if we can get some discussion going on how to best handle this or even have a special shape in newton to handle it because I'm sure many games would benefit from it.