   Creating easily destructable meshes.
  Is there a way to create an easily destructable mesh? Meaning it would be easy to find a collision point and then remove vertices based on the collision?I was thinking of rendering everything as a series of evenly spaced horizontal lines and having the y coordinates and bounding box of each horizontal slice, and storing the number of vertices each horizontal slice, and then check for collisions with each box every frame and then modify the slice of lines according to the collision.The meshes would be generated in code so it would be easy to find specific vertices.   
  One advanced option to consider is to reparameterize your mesh as a Delaunay tetrahedralization. This would convert your surface triangle mesh (basically a 2D shell) into a solid object made up of tetrahedra. Of course, the amount of memory required to store the solid object would be MUCH larger than that needed by the original triangle mesh.When the collision occurs, you can get rid of the tetrahedra that were hit.A good paper showing Voronoi-Delaunay tessellation isEfficient Computation of 3D Clipped Voronoi DiagramJust a thought.   ;  Interesting, but I think that might be a little too complex for me lol...also, it looks pretty expensive to perform.   ;  Rather than regenerating vertices after each collision, if storage memory for the vertices isn't a problem, you might consider an indexed mesh and revise just the index buffer when a collision occurs, deleting the indices for the triangles that no longer need to be drawn.;Social game developer Michael Fergusson takes a look at the ethics of using compulsive gameplay mechanics in the genre, suggesting that developers need to be more up front and players need to be more self-aware of the form and function of social play.  View the full article