Finally, physics destruction is completed, I have reduced number of triangles per object to necessary minimum by storing object envelope in it. Than when collision occurs I make geometric difference between ground and explosion vertices, in this example it is simplified circle, but it can be everything (just imagine laser which creates deep but slim holes – great for passing). Final concave polygon is triangulated. Graphics and physics store the same triangles and as far as that’s good for graphics is not as efficient for physics (convex polygons are better)
Another new thing is the animation, created using ExploTexGen. It can generate texture that contains sequence of smaller images. I only have to manipulate texture coordinates to jump to the correct place – position of the next frame.
Here is video where you can see this news. In middle of film you can see bullet controlled by mouse (I stopped simulation then grabbed it) Ps. youtube screwed my video : (