This looks like a blast. Could you share the general concept of how the destructible environment is implemented with regard to the physics? I'm curious.
Thanks! As far as gameplay the destructible terrain means that if you blast the land out from under a building, the building will drop and take fall damage. Units that walk also can be stopped by digging holes too deep for them to walk up. We have a building that can create land, so you can 'build bridges' back over those holes.
On the tech side, I'm storing the environment as an image and I render holes into it when you shoot it. Everything raycasts against the image to determine if they are supported or about to hit the terrain. For anything that needs to bounce off I wrote a function that can return an averaged normal for a given location on the ground by casting a bunch of rays.
I want to write a big giant tutorial on how to do the destructible terrain once I get some time...