Talk:3D Destructible Terrain via Voxels

I would disagree with the assertion that Voxels are the best way, at least for a gamemaker user, unless an efficient method of hiding obscured voxels can be found. I suspect this method would yield a slow and unwieldy game. The subdividable block strategy as used in some 2D demos might prove more effective, but for simple cratering a deformable sheet model might prove less demanding.