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JEMC said:

You're right, I posted it on Friday from a DSO article. My bad.

Also, while I agree that polygons and textures won't last forever, I think they'll stay around far more than a couple of generations. First we'll have to wait for full Ray Tracing, and that will take a time.

In any case, you could already shoot an RPG to a tree in Crysis and see how it (quite realistically) fall into the ground, so it's not as much as a technical limitation rather than a limit in the money and time studios are allowed to use to achieve that.

Personally, I would prefer realistic worlds where, for example, you could enter any building you want (I have an axe or a machine gun but can't break a wooden door or a window to get inside until I find a key, if at all?).

Oh, no doubt about it, there are games that have destructible things, Red Faction Guerilla probably being my favourite among them. But that is not physics I want, limited cases on certain things in game world.

In your example, door in voxel based world, where materials behave like their real world counterparts, doesn't have any special case physics applied to it. It just is. So depending on what you use on it, it will abide the laws of physics of that world and react accordingly. Every piece of it that is broken, will keep on reacting. Just like every piece of that world will abide to those laws. I don't think polygon based worlds will ever be able to achieve that...at least not on any significant scale.