Just to be complete, this thread needs a little pointer to sciophyte's "breakable meshes" thread:
http://www.truevision3d.com/forums/showcase/breakable_meshes-t16722.0.htmlAnd a link to a thread about Sumotori, a microgame that includes breaking meshes in a flawless (though not meaningful) way:
http://www.truevision3d.com/forums/game_development/talking_about_physics-t16869.0.htmlI hope that breakable structures will be a more important part of future games. Shooters BORE me, but I would like to experience myself in 3D like in DeusEx etc. Valves "Portal" goes into the right direction - and I think the fact that the map/game metamorphes due to the user's actions plays the main role. Breakable meshes go into the same direction, I think.
I once made a ragdoll demo (doll not loaded but being built by engine out of primitives) and set the breakability of the joints, so that the doll would break easily. Haha, a lower arm dropped down and the joint ball rolled over the floor! This gave me the idea that just this should happen during the game - and then the player would have to collect his things (or replacements) and go fix himself in an infirmary!
Let's make new games, people!