



Once you've gone that far, shaped charge and spall implementation for masonry wouldn't be too hard. It would mostly just be used by individual machinegunners chewing through walls, after all. If tracking all those decals got too system-intensive, you could compromise and let older walls repair, or make the damage decals local to the player. This couldn't cause the wall to visibly come apart, but with increased impact FX and decals on both sides of the object, it could be a serviceable system. If the the first shot doesn't penetrate, a second shot that lands in close proximity to the first gets a penetration bonus, and so on until an area of the wall is essentially made of tinfoil. The engine would simply have to track those decals. When a shot lands on an object, we already get a small damage decal. I think you could do it with simple algebra and a persistent decal system. Just like "decent physics in general", it can eat LOT more horsepower than nowdays GFX and AI and Sound does TOGETHER !! ie, resolution/frequency, necessarily for that. And then figure amounts of related CPU calculations to do it PROPERLY.
