Try something like this
Type objecttype
Id
Hasphysics
Endtype
// Use global if you want to use in other functions
// Or remove Global if you know how to pass arrays
// Through to functions
Global objects as objecttype [10000] // or 100x100 as you say
For object = 1 to objects.length
// Setup your cubes, positions etc or what ever
// But don't setup physics body at this point
Objects[object].Id = createobjectcube( 1,1,1)
Setobjectposition(!objects[object].Id, x, y, z)
//...
//....
//......
Next
// Do the physics body in main loop if they are on screen or not
Do
For object = 1 to objects.length
If getobjectinscreen ( objects[object] ) = 1
// Don't keep adding physics if already applied
If objects[object].hasphysics = 0
// Create3d physics body here and other physics parameters
Create3dphysicsstaticbody( objectsj[objid], . . . . . . .)
Objects[object].hasphysics = 1
Endif
Else
Objects[object].hasphysics = 0
// Deletephysicsbody here
Endif
Next object
Sync ()
Loop
It's how I would do it, it's the only way I can imagine this working at least unless others have some other thoughts
But then we still will be limited to 1000 as we have found out
Until TGC looks into fixing to have more
And an sorry but I can't do any AppGameKit programming as yet, in working off memory but like to keep mind occupied and if that's helping others then I don't mind
, hope makes sense anyway