Just wondering if anyone has insight on the best way to turn a constructed object in a volume to a bunch of individual voxels that will be affected by gravity and collision.
Should/Can I use polyvox to achieve this? Or would I be better off "Model Swapping" by reading the volume before hiding the polyvox voxels and using that data to just spawn a bunch of cube meshes with the correct texture information and position.
I am interested in making destructible objects, but still trying to think of ways to implement it.
Here is an example of what I am hoping to achieve.
Wollay's Cube World Combat
http://www.youtube.com/watch?v=4FRd3KmGi6s&feature=player_detailpage#t=68s