Teardown voxel physics implementation https://youtu.be/tZP7vQKqrl8?t=3505TLDR: the game has inertia boxes for each chunk, whose orientation is related to the inertia tensor, which expresses how resistant is the chunk to the rotational acceleration in certain direction. These recomputed every time a chunk is modified, apparently by summing over the gradient of the chunk voxel's masses.
Surprisingly they avoid the classic octree + BVH approach.
The octree is used only for the very first few LODs.
But they do switch LODs after certain distance threshold.
I.e. they achieve the similar speed result as with octree and BVH,
but without the more involved algorithms.
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